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; } }
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; } }
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(); }
private void Awake() { Renderer = GetComponentInChildren <SpriteRenderer>(); if (mLightRendererObject == null) { mLightRendererObject = LightSpriteBuilder.BuildDefault(gameObject, new Color(0, 0, 0, 0), 12); } State = InitialState; ExtractLightSprites(); }
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>(); }
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; }
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); } }
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); }
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(); }
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(); }
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(); }