Esempio n. 1
0
    private void EnsureInit()
    {
        if (mLightRendererObject == null)
        {
            mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
        }

        directional.OnDirectionChange.AddListener(OnDirectionChange);

        if (lightSprite == null)
        {
            lightSprite = mLightRendererObject.GetComponent <LightSprite>();
        }

        if (currentState == null)
        {
            ChangeCurrentState(InitialState);
        }

        if (traitRequired == null)
        {
            traitRequired = currentState.TraitRequired;
        }

        if (!isWithoutSwitch)
        {
            switchState = InitialState == LightMountState.On;
        }
    }
Esempio n. 2
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    private void EnsureInit()
    {
        if (isInit)
        {
            return;
        }
        if (mLightRendererObject == null)
        {
            mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
        }

        if (spriteRenderer == null)
        {
            spriteRenderer = GetComponentInChildren <SpriteRenderer>();
        }

        if (spriteRendererLightOn == null)
        {
            spriteRendererLightOn = GetComponentsInChildren <SpriteRenderer>().Length > 1
                        ? GetComponentsInChildren <SpriteRenderer>()[1] : GetComponentsInChildren <SpriteRenderer>()[0];
        }

        if (lightSprite == null)
        {
            lightSprite = mLightRendererObject.GetComponent <LightSprite>();
        }

        if (emergencyLightAnimator == null)
        {
            emergencyLightAnimator = GetComponent <EmergencyLightAnimator>();
        }

        if (integrity == null)
        {
            integrity = GetComponent <Integrity>();
        }

        if (directional == null)
        {
            directional = GetComponent <Directional>();
        }

        if (currentState == null)
        {
            ChangeCurrentState(InitialState);
        }

        if (traitRequired == null)
        {
            traitRequired = currentState.TraitRequired;
        }

        if (!isWithoutSwitch)
        {
            switchState = InitialState == LightMountState.On;
        }
    }
Esempio n. 3
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    private void Awake()
    {
        Renderer = GetComponentInChildren <SpriteRenderer>();

        // Slight color variance.
        Color _color = new Color(0.7264151f, 0.7264151f, 0.7264151f, 0.8f);                 //+ UnityEngine.Random.ColorHSV() * 0.3f;

        mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, _color, 12);

        State = InitialState;

        ExtractLightSprites();
    }
Esempio n. 4
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    private void Awake()
    {
        Renderer = GetComponentInChildren <SpriteRenderer>();

        if (mLightRendererObject == null)
        {
            mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
        }

        State = InitialState;

        ExtractLightSprites();
    }
Esempio n. 5
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        private void Awake()
        {
            //yeah dam Unity initial Conditions  is not updating
            color = new Color(93f / 255f, 202 / 255f, 49 / 255f, 0);

            objectBehaviour = this.GetComponent <ObjectBehaviour>();
            ObjectID        = this.GetInstanceID();

            mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, color, 7);
            mLightRendererObject.SetActive(true);

            lightSprite        = mLightRendererObject.GetComponent <LightSprite>();
            lightSprite.Sprite = DotSprite;
            registerObject     = this.GetComponent <RegisterObject>();
        }
Esempio n. 6
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 private void Awake()
 {
     registerTile = GetComponent <RegisterTile>();
     construction = GetComponent <LightFixtureConstruction>();
     if (mLightRendererObject == null)
     {
         mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
     }
     lightSprite = mLightRendererObject.GetComponent <LightSprite>();
     if (!isWithoutSwitch)
     {
         switchState = InitialState == LightMountState.On;
     }
     ChangeCurrentState(InitialState);
     traitRequired = currentState.TraitRequired;
 }
Esempio n. 7
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    private void EnsureLightsInit()
    {
        if (mLightRendererObject == null)
        {
            mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
        }

        lightSprite = mLightRendererObject.GetComponent <LightSprite>();
        if (lightStateColorOn == new Color(0, 0, 0, 0))
        {
            lightStateColorOn = new Color(0.7264151f, 0.7264151f, 0.7264151f, 0.8f);
        }
        if (lightStateColorEmergency == new Color(0, 0, 0, 0))
        {
            lightStateColorEmergency = new Color(0.7264151f, 0, 0, 0.8f);
        }
    }
Esempio n. 8
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    private void Awake()
    {
        if (!Application.isPlaying)
        {
            return;
        }
        Renderer = GetComponentInChildren <SpriteRenderer>();

        if (mLightRendererObject == null)
        {
            mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
        }

        State = InitialState;

        ExtractLightSprites();

        GetComponent <Integrity>().OnWillDestroyServer.AddListener(OnWillDestroyServer);
    }
Esempio n. 9
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        private void Awake()
        {
            objectBehaviour = GetComponent <ObjectBehaviour>();
            construction    = GetComponent <LightFixtureConstruction>();
            if (mLightRendererObject == null)
            {
                mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
            }

            lightSprite = mLightRendererObject.GetComponent <LightSprite>();
            if (isWithoutSwitch == false)
            {
                switchState = InitialState == LightMountState.On;
            }

            ChangeCurrentState(InitialState);
            traitRequired = currentState.TraitRequired;
            RefreshBoxCollider();
        }
Esempio n. 10
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 private void Awake()
 {
     for (int i = 0; i < Sprites.Count; i++)
     {
         DictionarySprites[NameSprite[i]] = Sprites[i];
     }
     DefaultSettings = new PlayerLightData()
     {
         Intensity = DefaultIntensity,
         Colour    = DefaultColour,
         //Sprite = DefaultSprite,
         EnumSprite = DefaultEnumSprite,
         Size       = DefaultSize,
     };
     CurrentLight = DefaultSettings;
     if (mLightRendererObject == null)
     {
         mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12);
     }
     UpdatelightSource();
 }
Esempio n. 11
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    private void Awake()
    {
        Renderer = GetComponentInChildren <SpriteRenderer>();

        Color _color;

        if (customColor == new Color(0, 0, 0, 0))
        {
            _color = new Color(0.7264151f, 0.7264151f, 0.7264151f, 0.8f);
        }
        else
        {
            _color = customColor;
        }

        if (mLightRendererObject == null)
        {
            mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, _color, 12);
        }

        State = InitialState;

        ExtractLightSprites();
    }