// Use this for initialization public void OnSpawn() { myEffectBehavior = gameObject.GetComponent <SpecialEffectsBehavior>(); myEffectBehavior.SetFadeVariables(.6f, .4f); gameObject.GetComponent <tk2dSprite>().color = new Color(1, 1, 1, 1); // return from a previous fade myEffectBehavior.StartCoroutine("FadeOut"); myEffectBehavior.SmoothMovementToPoint(gameObject.transform.position.x, gameObject.transform.position.y + 5f, 1f); Invoke("Return", 1.5f); }
void Start() { /*if(GlobalVariableManager.Instance.characterUpgradeArray[1][18] == 'o'){ * //pin perk 5 - every pin costs one less pp to equip * if(pinData.price > 1){ * pinData.price -= 1; * }else{ * pinData.price = 1; * } * }*/ myAnimator = sprite.GetComponent <Animator>(); mySFX = sprite.GetComponent <SpecialEffectsBehavior>(); player = GameObject.Find("Jim"); // Default the new pin to "off". newPinIcon.SetActive(false); if (inShop) { inShop = true; } else { if (!IsPinDiscovered()) { sprite.color = new Color(0f, 0f, 0f, 1f);//blacked out if not owned } else { for (int i = 0; i < pinData.ppValue; i++) { smallPPIcons.transform.GetChild(i).gameObject.SetActive(true); if (IsPinEquipped()) { smallPPIcons.transform.GetChild(i).gameObject.GetComponent <SpriteRenderer>().color = Color.white; } } if (pinData.abilityPin == true) { GameObject abilityPS = ObjectPool.Instance.GetPooledObject("effect_AbilityPin", gameObject.transform.position); abilityPS.transform.parent = this.transform; } if (!IsPinViewed()) { newPinIcon.SetActive(true); } } for (int i = 0; i < pinData.ppValue; i++) { myIcons.Add(smallPPIcons.transform.GetChild(i).gameObject); } } /* if (inShop){ * if(IsPinDiscovered() && GlobalVariableManager.Instance.MENU_SELECT_STAGE != 10 && GlobalVariableManager.Instance.MENU_SELECT_STAGE != 20 && GlobalVariableManager.Instance.MENU_SELECT_STAGE != 30){ * GameObject myTextDisplay = Instantiate(smallTextDisplay,transform.position,Quaternion.identity); * Color currentColor = sprite.color; * sprite.color = new Color(currentColor.r,currentColor.g,currentColor.b,.4f);//fade * myTextDisplay.GetComponent<tk2dSprite>().SetSprite(soldTextSprite); * bought = true; * } * * startingY = gameObject.transform.position.y; * }//end of inShop Check*/ }