/// <summary> /// Create a text mesh at given position /// </summary> /// <param name="pos"></param> /// <param name="bonusScore"></param> public void CreateTextMesh(Vector3 pos, int bonusScore) { TextMeshController textMeshControl = GetTextMeshControl(); textMeshControl.transform.position = pos; textMeshControl.gameObject.SetActive(true); textMeshControl.SetScoreAndMoveUp(bonusScore, textMeshMovingUpSpeed); }
protected void AttachTextMeshController(string message, Color color) { if (textMeshController != null) { Destroy(textMeshController.gameObject); } textMeshController = ResourceManager.CreateWorldMessage(new Vector3(transform.position.x, transform.position.y + 1.5f, transform.position.z), message, color, 36); textMeshController.transform.parent = transform; }
void InitalizeMesh() { mesh = gameObject.GetComponent<TextMesh>(); if (mesh == null) { mesh = gameObject.AddComponent<TextMesh>(); } controller = gameObject.GetComponent<TextMeshController>(); if (controller == null) { controller = gameObject.AddComponent<TextMeshController>(); } }
public void Jam() { if (Target != null && Target.activeSelf && SecondaryWeapon != null) { FireSecondaryWeapon(); Die(); } else { Jammed = true; JamTargetPosition = new Vector3(Random.Range(-200f, 200f), Random.Range(-200f, 200f), Random.Range(-200f, 200f)) + transform.position; TextMeshController popupObject = ResourceManager.CreateWorldMessage(transform.position, "Jammed", Color.red, 18); popupObject.transform.parent = transform; } }
//Get an inactive TextMeshControl private TextMeshController GetTextMeshControl() { //Find in the list foreach (TextMeshController o in listTextMeshControl) { if (!o.gameObject.activeInHierarchy) { return(o); } } //Didn't find one -> create new one TextMeshController textMeshControl = Instantiate(textMeshPrefab, Vector3.zero, Quaternion.identity).GetComponent <TextMeshController>(); textMeshControl.gameObject.SetActive(false); listTextMeshControl.Add(textMeshControl); return(textMeshControl); }
// --- START --- private void Start() { Scores.Instance.NeverMind(); scores = FindObjectOfType <Scores>(); particles = FindObjectOfType <ParticleSystem>(); theBall = FindObjectOfType <Ball>(); theClub = FindObjectOfType <Club>(); tmController = FindObjectOfType <TextMeshController>(); audioSource = GetComponent <AudioSource>(); shotCount = 0; goalAt7thSwing = false; courseIndex = SceneManager.GetActiveScene().buildIndex; // So player can continue from this course between sessions if (SceneManager.GetActiveScene().name != "Scoreboard") { PlayerPrefs.SetInt("lastPlayedCourse", courseIndex); } }