Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        var allClickables = GetComponentsInChildren <Clickable>();

        foreach (var clickable in allClickables)
        {
            if (clickable.gameObject.name == "dismissButton")
            {
                dismissButton = clickable;
            }
        }
        dismissButton.setClickReleaseCallback(dismiss);

        anim = GetComponent <Animator>();

        //choose random sprite
        if (spinner == null)
        {
            spinner = new RandomSpinner <Sprite>();
            AllTips.ForEach(t => spinner.addNewPossibility(5, t));
        }

        var things = this.GetComponentsInChildren <SpriteRenderer>();

        foreach (var renderer in things)
        {
            if (renderer.gameObject.name == "tip")
            {
                tipSprite = renderer;
            }
        }

        tipSprite.sprite = spinner.getRandom();
    }
Esempio n. 2
0
    void ManipulateShip(bool activate)
    {
        RandomSpinner rs = objShip.GetComponent <RandomSpinner> ();

        positionShip [1].SetActive(activate);
        positionShip [0].SetActive(!activate);
        if (activate)
        {
            rs.ToggleRotate(false);
            objShipTrail.SetActive(true);
            positionShip [1].SetActive(true);
            iTween.MoveTo(objShip,
                          iTween.Hash(
                              "position", positionShip [1].transform.position,
                              "time", 3f, "delay", 2f,
                              "easetype", "easeInExpo"
                              )
                          );
            for (int i = 2; i < positionShip.Length; i++)
            {
                positionShip [i].SetActive(true);
                iTween.MoveTo(objShip,
                              iTween.Hash(
                                  "position", positionShip [i].transform.position,
                                  "time", 1f, "delay", 3f + i * 1f,
                                  "easetype", "linear"
                                  )
                              );
            }
        }
        else
        {
            objShipTrail.SetActive(false);
            objShip.transform.position = positionShip [0].transform.position;
            for (int i = 0; i < positionShip.Length; i++)
            {
                positionShip [i].SetActive(false);
            }
            rs.ToggleRotate(true);
        }
    }
Esempio n. 3
0
    // create a new random object
    private void SpawnObject()
    {
        RandObj objNew = new RandObj();

        objNew.start = Vector3.Lerp(objStartRef1.transform.position, objStartRef2.transform.position, Random.Range(0.0f, 1.0f));
        objNew.end   = Vector3.Lerp(objEndRef1.transform.position, objEndRef2.transform.position, Random.Range(0.0f, 1.0f));
        objNew.obj   = Instantiate(prefabRandSet [Random.Range(0, prefabRandSet.Length)], objNew.start, Quaternion.identity);
        objNew.obj.AddComponent <RandomSpinner> ();             //add new random spinner to object
        RandomSpinner spinner = objNew.obj.GetComponent <RandomSpinner>();

        spinner.rotateMagnitude     = Random.Range(0.5f, 6.0f);
        objNew.obj.transform.parent = transform;          //add it as a new child of this object
        float scaleRand = Random.Range(scaleMin, scaleMax);

        objNew.obj.transform.localScale += new Vector3(scaleRand, scaleRand, scaleRand);
        objNew.ttl   = Random.Range(timeMinTTL, timeMaxTTL);         //random time to live
        objNew.clock = 0;
        activeRandList.Add(objNew);

        //Debug.Log ("TTL:"+objNew.ttl+", start:"+objNew.start+", end:"+objNew.end+", scale:"+scaleRand+", spin:"+spinner.rotateMagnitude);
    }
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        //center offset
        var voffset = (size * verticalCount + spacing * (verticalCount - 1)) / 2;
        var hoffset = (size * horizontalCount + spacing * (horizontalCount - 1)) / 2;

        offset = new Vector3(hoffset, voffset, 0);

        rand = new RandomSpinner <TileDef>();
        foreach (var tileDef in drawSet)
        {
            rand.addNewPossibility(tileDef.spawnChance <= 0 ? 10 : tileDef.spawnChance, tileDef);
        }

        tipTimeRemaining = minimumTooltipWaitTimeSec + Random.value * tooltipTimeFlux;

        GenerateTiles();
        generateBoard();

        refreshButton.setClickReleaseCallback(resetSpawnTiles);
    }