Esempio n. 1
0
        void Start()
        {
            m_instance = this;

            // Set cursor texture
            StartCoroutine(SetCustomCursor());

            // Populate array pool of text animations
            m_hit_effects = new EffectManager[EFFECT_POOL_SIZE];
            for (int idx = 0; idx < EFFECT_POOL_SIZE; idx++)
            {
                m_hit_effects[idx] = Instantiate(m_hit_effect_prefab) as EffectManager;
            }
        }
		void Start ()
		{
			m_instance = this;
			
			// Set cursor texture
			StartCoroutine(SetCustomCursor());
			
			// Populate array pool of text animations
			m_hit_effects = new EffectManager[EFFECT_POOL_SIZE];
			for(int idx=0; idx < EFFECT_POOL_SIZE; idx++)
			{
				m_hit_effects[idx] = Instantiate(m_hit_effect_prefab) as EffectManager;
			}
		}
Esempio n. 3
0
        void OnMouseOver()
        {
            if (!m_activated)
            {
                m_mesh.colors = new Color[] { m_tint_colour, m_tint_colour, m_tint_colour, m_tint_colour }
            }
            ;
        }

        void OnMouseExit()
        {
            if (!m_activated)
            {
                m_mesh.colors = new Color[] { Color.clear, Color.clear, Color.clear, Color.clear }
            }
            ;
        }

        void Reset()
        {
            m_activated   = false;
            m_mesh.colors = new Color[] { Color.clear, Color.clear, Color.clear, Color.clear };

            SetupRandomColour();
        }

        void OnMouseDown()
        {
            if (!m_activated)
            {
                m_mesh.colors = new Color[] { m_active_colour, m_active_colour, m_active_colour, m_active_colour };

                RuntimeDynamicSceneManager.TargetHit(m_transform.position, m_colour);

                m_activated = true;
            }
        }
    }
}