/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> void Awake() { outerRenderer = GetComponent <SpriteRenderer>(); mask = GetComponent <SpriteMask>(); transform.localScale = Vector3.zero; tick = -durationShow; }
void Start() { rend = GetComponent <SpriteRenderer>(); width = height * Mathf.PI; texture = new Texture2D((int)width, (int)height); GameObject planetMask = GameObject.Find("PlanetMask"); SpriteMask spriteMask = planetMask.GetComponent <SpriteMask>(); Texture2D maskTexture = new Texture2D((int)height, (int)height); makeClearCircle(maskTexture); maskTexture.Apply(); Sprite maskSprite = Sprite.Create(maskTexture, new Rect(0.0f, 0.0f, maskTexture.width, maskTexture.height), new Vector2(0.5f, 0.5f), 100.0f); spriteMask.sprite = maskSprite; bubbles = new ArrayList(); for (int i = 0; i < 7; i++) { spawnBubble(texture, 40, 80, true, 1); } for (int i = 0; i < 7; i++) { spawnBubble(texture, 40, 80, true, 2); } for (int i = 0; i < 7; i++) { spawnBubble(texture, 40, 80, true, 3); } }
void Start() { spriteMask = GetComponent <SpriteMask>(); spriteChangeTimer = spriteChangeTime; initialScale = transform.localScale; UpdateMaskSprite(); }
public void TurnOn() { if (instance == null) { instance = Instantiate(LightMask, transform.position, Quaternion.identity, transform); } }
public void OnEnemyCreated(Enemy enemy) { GameObject enemy_go = new GameObject(); enemy_go.name = "Enemy_"; enemy_go.transform.parent = gameObject.transform; enemy_go.layer = LayerMask.NameToLayer("Enemy"); SpriteRenderer sprRend = enemy_go.AddComponent <SpriteRenderer>() as SpriteRenderer; sprRend.drawMode = SpriteDrawMode.Sliced; sprRend.sprite = Resources.Load <Sprite>("White"); sprRend.size = new Vector2(enemy.Width, enemy.Width); sprRend.sortingOrder = 1; //Adds the sprite Mask sprRend.maskInteraction = SpriteMaskInteraction.VisibleInsideMask; SpriteMask sprMask = enemy_go.AddComponent <SpriteMask>() as SpriteMask; sprMask.sprite = enemySpriteMasks[Random.Range(0, enemySpriteMasks.Length - 1)]; enemy_go.transform.position = new Vector2(enemy.X, enemy.Y); BoxCollider2D bc = enemy_go.AddComponent <BoxCollider2D>() as BoxCollider2D; bc.size = new Vector2(enemy.Width, enemy.Width); bc.isTrigger = true; enemyGameObjectMap.Add(enemy, enemy_go); //Register enemy.RegisterEnemyChange(OnEnemyChange); }
private void Start() { renderer = GetComponent <SpriteRenderer>(); mask = GetComponent <SpriteMask>(); mask.sprite = renderer.sprite; }
// Use this for initialization void Start() { hairAnim = transform.GetChild(6).gameObject.GetComponent <Animator>(); bodyAnim = transform.GetChild(7).gameObject.GetComponent <Animator>(); clothesAnim = transform.GetChild(8).gameObject.GetComponent <Animator>(); legsAnim = transform.GetChild(9).gameObject.GetComponent <Animator>(); lastPosition = new Vector3(0, 0, 0); crateType = "Empty"; stamina = 5; maxStamina = 5; rbody = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); Buildings = new Dictionary <string, Vector3>(); food = 0; walkSpeed = 5; spriteMask = GetComponent <SpriteMask>(); spriteRenderer = GetComponent <SpriteRenderer>(); canMove = true; townHallDoor = new Vector3(-13, -3, 0); alreadyInPosition = new Dictionary <Vector3Int, bool>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); crateContent = gameObject.transform.GetChild(4).gameObject.GetComponent <SpriteRenderer>(); gameObject.transform.GetChild(4).gameObject.SetActive(false); crateInnerSprite = gameObject.transform.GetChild(4).gameObject.GetComponent <SpriteRenderer>(); timer = 0; inventory = gameObject.transform.GetChild(10).gameObject; inventoryActive = inventory.transform.GetChild(0).gameObject; inventorySceneManager = GameObject.Find("InventorySceneManager").GetComponent <InventorySceneManager>(); }
// Start is called before the first frame update void Start() { spr = GetComponent <SpriteMask>(); spr.enabled = false; isMaskEnabled = false; myStage = set.GetComponent <Set>().getSetNumber(); }
private void Awake() { gameManager = FindObjectOfType <GameManager>(); raycastEngine = GetComponent <RaycastEngine>(); spriteMask = GetComponentInChildren <SpriteMask>(); audioManager = FindObjectOfType <AudioManager>(); }
// Start is called before the first frame update void Start() { powerMask = GameObject.FindObjectOfType <SpriteMask>(); objectWidth = GetComponent <SpriteRenderer>().bounds.extents.x; bottomLeft = Camera.main.ViewportToWorldPoint(Vector3.zero); upperRight = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, 0)); }
// Use this for initialization void Start() { _embeddedPart = GetComponentInChildren <SpriteMask>(); _embeddedPartOriginalPosition = _embeddedPart.transform.localPosition; _originalColor = GetComponent <SpriteRenderer>().color; // Need to adjust the spritemask so it doesn't look like it's stabbed into an invisible body if (state == State.InRoom) { Vector3 freePosition = _embeddedPart.transform.localPosition; freePosition.y -= embeddedPartDistance; _embeddedPart.transform.localPosition = freePosition; } _arrow = transform.Find("Arrow"); _arrowOriginalScale = _arrow.transform.localScale; _hideArrow(); used = false; // Floats, between 1 and 10 lethality = (Random.value * 9.0f) + 1.0f; efficiency = (Random.value * 9.0f) + 1.0f; }
static public void SizeSpriteMask(SpriteMask sm, float desiredWidth, float desiredHeight, bool doPreserveRatio = false) { if (sm == null) { Debug.LogError("Oops! We've passed in a null SpriteMask into GameUtils.SizeSpriteMask."); return; } if (sm.sprite == null) { Debug.LogError("Oops! We've passed in a SpriteMask with a NULL Sprite into GameUtils.SizeSpriteMask."); return; } // Reset my sprite's scale; find out its neutral size; scale the images based on the neutral size. sm.transform.localScale = Vector2.one; float imgW = sm.sprite.bounds.size.x; float imgH = sm.sprite.bounds.size.y; if (doPreserveRatio) { if (imgW > imgH) { desiredHeight *= imgH / imgW; } else if (imgW < imgH) { desiredWidth *= imgW / imgH; } } sm.transform.localScale = new Vector2(desiredWidth / imgW, desiredHeight / imgH); }
[HideInInspector] public AudioManager audioManager; //The UI manager component #endregion #region Unity Methods private void Awake() { waterSpriteMask = GetComponentInChildren <SpriteMask>(); //Get SpriteRenderers SpriteRenderer[] srs = GetComponentsInChildren <SpriteRenderer>(); for (int i = 0; i < srs.Length; i++) { if (srs[i].gameObject.name.Equals("PlayerSprite")) { sr = srs[i]; } //else if (srs[i].gameObject.name.Equals("WaterSpriteMaskRef")) waterSpriteMaskRef = srs[i]; else if (srs[i].gameObject.name.Equals("WaterSprite")) { waterSpriteObject = srs[i].gameObject; } } animator = GetComponent <Animator>(); rb = GetComponent <Rigidbody>(); playerInteractTrigger = GetComponentInChildren <PlayerInteractTrigger>(); interactablesInRange = new List <PickupItem>(); }
void Start() { areEasySpawnPointsActive = new bool[easyTentacleSpawnPoints.Length]; areMediumSpawnPointsActive = new bool[mediumTentacleSpawnPoints.Length]; areHardSpawnPointsActive = new bool[hardTentacleSpawnPoints.Length]; individualTentacleProperties = new TentacleProperties[tentacles.Length]; for (int i = 0; i < tentacles.Length; i++) { tentacleSpriteMask = tentacles [i].transform.GetChild(1).GetComponent <SpriteMask> (); tentacleRenderer = tentacles [i].transform.GetChild(0).GetComponent <SpriteRenderer> (); frontMiniVortexRenderer = tentacles [i].GetComponent <SpriteRenderer> (); individualTentacleProperties [i] = tentacles [i].transform.GetChild(0).GetComponent <TentacleProperties> (); if (areEasySpawnPointsActive.Length > i) { areEasySpawnPointsActive [i] = true; } if (areMediumSpawnPointsActive.Length > i) { areMediumSpawnPointsActive [i] = true; } if (areHardSpawnPointsActive.Length > i) { areHardSpawnPointsActive [i] = true; } tentacleSpriteMask.isCustomRangeActive = true; tentacleSpriteMask.frontSortingOrder = i + 1; tentacleSpriteMask.backSortingOrder = i; tentacleRenderer.sortingOrder = i + 1; frontMiniVortexRenderer.sortingOrder = tentacleRenderer.sortingOrder + 1; } }
private void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); spriteMask = GetComponentInChildren <SpriteMask>(); glitchShake = GameObject.Find("GlitchCamera").GetComponent <CameraShake>(); audioManager = FindObjectOfType <AudioManager>(); }
private void Awake() { _spriteRenderer = GetComponent <SpriteRenderer>(); _spriteMask = GetComponent <SpriteMask>(); _isVisible = true; }
void Start() { Tilemap map = GetComponent <Tilemap>(); BoundsInt bounds = map.cellBounds; Vector3Int min = bounds.min; Vector3Int max = bounds.max; for (int x = min.x; x < max.x; x++) { for (int y = min.y; y < max.y; y++) { for (int z = min.z; z < max.z; z++) { Vector3Int cur = new Vector3Int(x, y, z); Tile tile = map.GetTile <Tile>(cur); if (tile != null) { GameObject go = new GameObject("TileMask"); go.transform.SetParent(transform); go.transform.position = map.GetCellCenterWorld(cur); SpriteMask spriteMask = go.AddComponent <SpriteMask>(); spriteMask.sprite = tile.sprite; } } } } }
// Use this for initialization void Start() { enabled = false; ball = GetComponentInParent <Ball> (); renderer = GetComponent <SpriteRenderer> (); mask = GetComponent <SpriteMask> (); }
public HitPoint(GameObject obj, float angle) { this.obj = obj; this.angle = angle; this.hit = false; mask = obj.GetComponent <SpriteMask>(); }
private void Awake() { startPosition = transform.position; animator = GetComponent <Animator>(); rectTransfrom = GetComponent <RectTransform>(); startRect = rectTransfrom.rect; startRect.center = startPosition; m_MainCamera = Camera.main; //Shouldn't use string comparation for performance purpose //graphics = transform.Find("Graphics"); //The best way is to use public reference, but we do this for now (might be refactor later) m_Mask = transform.GetComponentInChildren <SpriteMask>(); m_Graphics = m_Mask.transform.parent; m_OriginalScale = m_Graphics.localScale; m_MouseDownScale = new Vector3(m_OriginalScale.x + 1, m_OriginalScale.y + 1, 1); //Collect all colliders except CompositeCollider2D Collider2D[] colliders = GetComponentsInChildren <Collider2D>(); for (int i = 0; i < colliders.Length; i++) { if (colliders[i] is CompositeCollider2D) { continue; } m_Colliders.Add(colliders[i]); } m_ObjectsSortingGroup = GetComponentInChildren <SortingGroup>(); }
void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); spriteMask = GetComponent <SpriteMask>(); hitSound = GetComponent <AudioSource>(); vida = maxVida; }
private void Start() { float cameraX = Camera.main.orthographicSize * Screen.width / Screen.height; float cameraY = Camera.main.orthographicSize; cameraXBound = new Bounds(-cameraX, cameraX); cameraYBound = new Bounds(-cameraY, cameraY); ColdCry.Graphic.Graphics.LoadGraphics(); tower = TowerFactory.GetInstance(); Subscribe(tower); innerMask = GameObject.Find("Mask").GetComponent <SpriteMask>(); outerMask = GameObject.Find("Mask_Platform").GetComponent <SpriteMask>(); // humanPlayer = PlayersFactory.GetHumanPlayer(); hairPlayer = PlayersFactory.GetHairPlayer(); hairPlayer.GetComponent <HairMove>().Tower = tower; humanPlayer = GameObject.Find("PlayerMainPrefab"); // Vector3 firstPlatformPos = tower.GetLowestPlatform( 1 ).transform.position; //humanPlayer.transform.position = firstPlatformPos + new Vector3( 0, 0.25f ); // Timers initialization Instance.gameTimerId = TimerManager.Create(easyTimer, this); }
private void setupMask(SpriteMask sm, int order, int layerID) { sm.isCustomRangeActive = true; sm.frontSortingLayerID = sm.backSortingLayerID = layerID; sm.frontSortingOrder = order; sm.backSortingOrder = order - 1; }
void Start() { audioSource = GetComponent <AudioSource>(); spriteRenderer = GetComponent <SpriteRenderer>(); mask = GetComponent <SpriteMask>(); startHealth = health; healthLerp = startHealth; }
private void Start() { SceneChangeFlg = false; flame = 0; AudioManager.GetInstance.PlayBGM(AUDIO.BGM_TITLE, AudioManager.BGM_FADE_SPEED_RATE_HIGH); TitleAnim = GameObject.Find("Canvas").GetComponent <Animator>(); fadeMask = GameObject.Find("CircleFadeMask").GetComponent <SpriteMask>(); }
void Awake() { startParent = transform.parent; startPos = transform.position; startScale = transform.localScale; mask = GetComponent <SpriteMask>(); }
void Start() { this.mask = GetComponent <SpriteMask>(); if (otherSpriteRenderer == null) { otherSpriteRenderer = GetComponentInParent <SpriteRenderer>(); } }
// Start is called before the first frame update void Start() { sr = GetComponent <SpriteRenderer>(); spriteMask = GetComponent <SpriteMask>(); c = sr.color; gm = FindObjectOfType <GameManager>(); light2d = transform.GetChild(0).GetComponent <Light2D>(); }
public void setMask(Sprite maskSprite) { if (mask == null) { mask = GetComponent <SpriteMask>(); } mask.sprite = maskSprite; }
void Start() { mask = GetComponent <SpriteMask>(); if (referenceThisObject) { reference = GetComponent <SpriteRenderer>(); } }