コード例 #1
0
 void MinionSpawn()
 {
     if (GameObject.FindGameObjectWithTag("minion") == null)
     {
         if (abilityMinion)
         {
             if (minionSpawns)
             {
                 Debug.Log("spawnMinion");
                 if (minionCDCounter <= 0)
                 {
                     Debug.Log("cdMinion");
                     Instantiate(minionObject, transform.position, Quaternion.identity).GetComponent <Rigidbody2D>().AddForce(new Vector2(transform.position.x + Random.Range(-1, 1), transform.position.y + Random.Range(-1, 1)));
                     minionCDCounter = minionCD;
                 }
             }
             if (minionCDCounter > 0)
             {
                 //grayscale
                 minionRenderer.SetColor(Color.black);
                 minionCDCounter -= Time.deltaTime;
             }
             else
             {
                 minionRenderer.SetColor(Color.white);
                 //shiny
             }
         }
         else
         {
             //no more skill
         }
     }
 }
コード例 #2
0
        private void SetActive(bool value)
        {
            interactable = Game.Data.Get($"btn_{key}_active", true);
            var color = interactable ? Color.white : Color.gray / 2;

            mat.SetColor(color);
        }
コード例 #3
0
    //tame gauge process
    private void tameGaugeProcess()
    {
        if (tameGaugeDisp == true)
        {
            //scale
            float tmpmax = (float)tameGaugeMaxCnt;
            float tmpcnt = (float)tameGaugeCnt;
            float tmpval = (tmpcnt / tmpmax);
            if (tmpval >= 1.0f)
            {
                tmpval = 1.0f;
            }
            cashRectTransform_tg.localScale = new Vector3(tmpval, 1.0f, 1.0f);
            //color
            if (tameGaugeCnt >= tameGaugeMaxCnt)
            {
                if (tameGaugeColCnt % 3 == 0)
                {
                    cashCanvasRenderer_tg.SetColor(new Color(255.0f / 255.0f, 255.0f / 255.0f, 255.0f / 255.0f, 255.0f / 255.0f));                              //wt
                }
                else if (tameGaugeColCnt % 3 == 1)
                {
                    cashCanvasRenderer_tg.SetColor(new Color(255.0f / 255.0f, 0.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f));                          //rd
//				} else if (tameGaugeColCnt % 4 == 2){
//					cashCanvasRenderer_tg.SetColor (new Color (236.0f / 255.0f, 210.0f / 255.0f, 231.0f / 255.0f, 255.0f / 255.0f));	//pink
                }
                else if (tameGaugeColCnt % 3 == 2)
                {
                    cashCanvasRenderer_tg.SetColor(new Color(255.0f / 255.0f, 255.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f));                        //ye
                }
                tameGaugeColCnt++;
            }
        }
    }
コード例 #4
0
 private void ChangeStars()
 {
     if (myStars == 3)
     {
         star1.SetColor(Color.yellow);
         star2.SetColor(Color.yellow);
         star3.SetColor(Color.yellow);
     }
     else if (myStars == 2)
     {
         star1.SetColor(Color.yellow);
         star2.SetColor(Color.yellow);
         star3.SetColor(Color.white);
     }
     else if (myStars == 1)
     {
         star1.SetColor(Color.yellow);
         star2.SetColor(Color.white);
         star3.SetColor(Color.white);
     }
     else
     {
         star1.SetColor(Color.white);
         star2.SetColor(Color.white);
         star3.SetColor(Color.white);
     }
 }
コード例 #5
0
    public override void OnCursorInit(Cursor cursor)
    {
        base.OnCursorInit(cursor);
        oldColor         = canvasRenderer.GetColor();
        pageSelectCursor = cursor;

        canvasRenderer.SetColor(overlayColor);
    }
コード例 #6
0
ファイル: ItemListSwitch.cs プロジェクト: amolloy/Millenium
    public void OnEnable()
    {
        if (oldColor == new Color())
        {
            oldColor = canvasRenderer.GetColor();
        }

        canvasRenderer.SetColor(overlayColor);
    }
コード例 #7
0
 void Update()
 {
     if ((source.GetTime() & (1 << id)) != 0)
     {
         spr.SetColor(new Color(1, 1, 1, 1));
     }
     else
     {
         spr.SetColor(new Color(0, 0, 0, 1));
     }
 }
コード例 #8
0
 public void decreaseEnergy(float value)
 {
     energy -= value;
     if (energy < 0)
     {
         energy  = 0;
         canFire = false;
         sliderBackground.SetColor(Color.red);
         sliderFill.SetColor(Color.red);
     }
 }
コード例 #9
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 public void setState(bool newState)
 {
     state = newState;
     if (canvas != null)
     {
         if (state)
         {
             canvas.SetColor(selectedColor);
         }
         else
         {
             canvas.SetColor(normalColor);
         }
     }
 }
コード例 #10
0
ファイル: UIManager.cs プロジェクト: undebutant/shmup-jin
    public void EnergySliderUpdater(float ratioEnergyCurrentOnMax)
    {
        energySlider.value = ratioEnergyCurrentOnMax;

        if (ratioEnergyCurrentOnMax >= 1f)
        {
            energySliderFill.SetColor(Color.white);
        }
        else if (ratioEnergyCurrentOnMax < 0f)
        {
            energySliderFill.SetColor(Color.red);
        }

        energySliderBackground.SetColor(Color.grey);
    }
コード例 #11
0
    static public IEnumerator ColorTo(this CanvasRenderer inRenderer, Color inColor, float inTime, bool inbPreserveAlpha = true, AnimationCurve inCurve = null)
    {
        Color currentColor        = inRenderer.GetColor();
        float currentPercentage   = 0.0f;
        float percentageIncrement = 1.0f / inTime;

        while (currentPercentage < 1)
        {
            yield return(null);

            currentPercentage += Time.deltaTime * percentageIncrement;
            if (currentPercentage > 1)
            {
                currentPercentage = 1;
            }
            float curvedPercentage = currentPercentage;
            if (inCurve != null)
            {
                curvedPercentage = inCurve.Evaluate(curvedPercentage);
            }
            Color nextColor = Color.LerpUnclamped(currentColor, inColor, curvedPercentage);
            if (inbPreserveAlpha)
            {
                nextColor.a = currentColor.a;
            }
            inRenderer.SetColor(nextColor);
        }
    }
コード例 #12
0
    internal static void UpdateColorBall()
    {
        CanvasRenderer canvasRenderer = newColorItem.GetComponent <CanvasRenderer>();
        Color          newColor       = GetColorFromSliders();

        canvasRenderer.SetColor(newColor);
    }
コード例 #13
0
        static IEnumerator UF_ICrossRenderColor(GameObject target, Color vfrom, Color vto, float duration, bool ingoreTimeScale)
        {
            List <CanvasRenderer> array = ListCache <CanvasRenderer> .Acquire();

            target.GetComponentsInChildren <CanvasRenderer>(true, array);
            CanvasRenderer coloreffect = null;

            if (array != null && array.Count > 0)
            {
                float progress = 0;
                float tickBuff = 0;
                while (progress < 1)
                {
                    float delta = ingoreTimeScale ? GTime.DeltaTime : GTime.UnscaleDeltaTime;
                    tickBuff += delta;
                    progress  = Mathf.Clamp01(tickBuff / duration);
                    Color current = progress * vto + (1 - progress) * vfrom;
                    for (int k = 0; k < array.Count; k++)
                    {
                        coloreffect = array[k];
                        if (coloreffect != null)
                        {
                            coloreffect.SetColor(current);
                        }
                    }
                    yield return(null);
                }
            }
            ListCache <CanvasRenderer> .Release(array);
        }
コード例 #14
0
    public void ShowNumberOfStars(int numberOfStars)
    {
        stars = numberOfStars;

        if (numberOfStars == 0)
        {
            startStarEffect1 = false;

            star1.SetColor(Color.white);
        }
        else if (numberOfStars == 1)
        {
            startStarEffect1 = true;

            star1.SetColor(Color.yellow);
        }
    }
コード例 #15
0
        void UpdatePlaque()
        {
            var color = StakeColors[use];

            plaqueBackgroundRenderer.SetColor(color);
            plaqueTextRenderer.SetColor(color);
            plaqueText.text = (bound ? "B" : "D") + StakeUses_short[use];
        }
コード例 #16
0
 public void init(float cellSize)
 {
     this.cellSize  = cellSize;
     canvasRenderer = this.gameObject.AddComponent <CanvasRenderer>();
     tileImage      = this.gameObject.AddComponent <Image>(); //Add the Image Component script
     canvas         = this.gameObject.AddComponent <Canvas>();
     this.gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(cellSize, cellSize);
     canvasRenderer.SetColor(new Color(1f, 1f, 1f, 0f));// is about 100 % transparent(Cant be seen at all, but still active)
 }
コード例 #17
0
 IEnumerator fadeOut()
 {
     for (float i = 1.0f; i >= 0.0f; i = i - 0.1f)
     {
         canvasRenderer.SetColor(new Color(i, i, i, i));
         yield return(new WaitForSeconds(0.25f));
     }
     StartCoroutine(loadLevel());
 }
コード例 #18
0
    void SetColor(CanvasRenderer renderer, int index)
    {
        if (renderer == null || color == null || index < 0 || index > color.Length)
        {
            return;
        }

        renderer.SetColor(color[index]);
    }
コード例 #19
0
            public void ApplyTween(float inPercent)
            {
                Color final = UnityEngine.Color.LerpUnclamped(m_Start, m_Target, inPercent);

                if (m_Update == ColorUpdate.PreserveAlpha)
                {
                    final.a = m_Renderer.GetAlpha();
                }
                m_Renderer.SetColor(final);
            }
コード例 #20
0
ファイル: UIManager.cs プロジェクト: undebutant/shmup-jin
    public void HealthSliderUpdater(float ratioHealthCurrentOnMax)
    {
        healthSlider.value = ratioHealthCurrentOnMax;

        if (ratioHealthCurrentOnMax > 0.6f)
        {
            healthSliderFill.SetColor(Color.green);
        }
        else if (ratioHealthCurrentOnMax > 0.2f)
        {
            healthSliderFill.SetColor(Color.yellow);
        }
        else
        {
            healthSliderFill.SetColor(Color.red);
        }

        healthSliderBackground.SetColor(Color.grey);
    }
コード例 #21
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            public void ApplyTween(float inPercent)
            {
                Color final = m_Gradient.Evaluate(inPercent);

                if (m_Update == ColorUpdate.PreserveAlpha)
                {
                    final.a = m_Renderer.GetAlpha();
                }
                m_Renderer.SetColor(final);
            }
コード例 #22
0
ファイル: ImageAnimation.cs プロジェクト: ZengHuiAn/sgk
    void Update()
    {
        if (durationScale <= 0)
        {
            return;
        }

        if (!loop)
        {
            transform.localScale    = Vector3.one * scale.Evaluate(Time.time);
            transform.localRotation = Quaternion.Euler(0, 0, rotation.Evaluate(Time.time) * 360);
            canvasRenderer.SetColor(color.Evaluate(Time.time / durationScale));
        }
        else
        {
            transform.localScale    = Vector3.one * scale.Evaluate(Time.time % durationScale);
            transform.localRotation = Quaternion.Euler(0, 0, rotation.Evaluate(Time.time % durationRotation) * 360);
            canvasRenderer.SetColor(color.Evaluate((Time.time % durationScale) / durationScale));
        }
    }
コード例 #23
0
 public TileMapObject(int t_x, int t_y, float cellSize)
 {
     tileGameObject = new GameObject("TileGameObject");
     this.cellSize  = cellSize;
     canvasRenderer = tileGameObject.AddComponent <CanvasRenderer>();
     tileImage      = tileGameObject.AddComponent <Image>(); //Add the Image Component script
     canvas         = tileGameObject.AddComponent <Canvas>();
     tileGameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(cellSize, cellSize);
     tileGameObject.GetComponent <RectTransform>().localScale.Set(1, 1, 1);
     canvasRenderer.SetColor(new Color(1f, 1f, 1f, 0f));// is about 100 % transparent(Cant be seen at all, but still active)
 }
コード例 #24
0
ファイル: LoadManager.cs プロジェクト: NickSawford/RSDemo
    // Fade from black to clear method using an IEnumerator which stops the rest of the program until this method is complete
    private IEnumerator FadeToClear()
    {
        // Sets the overlay GameObjet to active and sets it colour to black
        overlay.gameObject.SetActive(true);
        overlay.SetColor(Color.black);

        // Declares and sets the rate and progress of the fade
        float rate = 1.0f / fadeTime;

        float progress = 0.0f;

        // While the progress is less than 1 Lerp the Colour from black to clear (using Alpha) while increasing the progress and executing through each frame
        while (progress < 1.0f)
        {
            overlay.SetColor(Color.Lerp(Color.black, Color.clear, progress));

            progress += rate * Time.deltaTime;

            yield return(null);
        }

        // Sets the Overlay to clear and then deactivates it when not seen
        overlay.SetColor(Color.clear);
        overlay.gameObject.SetActive(false);
    }
コード例 #25
0
    //アクティブ時のアニメーション
    void OnEnable()
    {
        board.transform.localPosition = new Vector3(800.0f, 800.0f, 0);
        board.transform.eulerAngles   = new Vector3(0, 0, 150.0f);
        enemy.transform.localPosition = initEnemyPosition + Vector3.up * 800.0f;
        coverBG.SetColor(new Color(0, 0, 0, 0));
        coverBG.gameObject.SetActive(false);
        battleButton.transform.localPosition -= Vector3.down * -200.0f;

        iTween.MoveTo(board.gameObject, iTween.Hash(
                          "position", Vector3.zero,
                          "islocal", true,
                          "time", 0.5f,
                          "easetype", iTween.EaseType.easeOutBack
                          ));

        iTween.RotateTo(board.gameObject, iTween.Hash(
                            "rotation", Vector3.zero,
                            "islocal", true,
                            "time", 0.5f,
                            "easetype", iTween.EaseType.easeOutQuad
                            ));

        iTween.MoveTo(enemy.gameObject, iTween.Hash(
                          "position", initEnemyPosition,
                          "islocal", true,
                          "time", 0.5f,
                          "oncomplete", "OnCompleteAnimation",
                          "oncompletetarget", gameObject,
                          "easetype", iTween.EaseType.easeInQuart
                          ));

        iTween.MoveTo(battleButton.gameObject, iTween.Hash(
                          "position", initButtonPosition,
                          "islocal", true,
                          "time", 0.3f,
                          "delay", 0.4f,
                          "easetype", iTween.EaseType.easeOutQuart
                          ));
    }
コード例 #26
0
 public virtual void SetColor(Color color)
 {
     if (_barFill != null)
     {
         if (_fillRenderer == null)
         {
             _fillRenderer = _barFill.GetComponent <CanvasRenderer>();
         }
         if (_fillRenderer != null)
         {
             _fillRenderer.SetColor(color);
         }
     }
 }
コード例 #27
0
 void Start()
 {
     if (m_ActorNode == null)
     {
         return;
     }
     m_Renderer = GetComponent <CanvasRenderer>();
     m_Renderer.Clear();
     m_Renderer.SetAlpha(1.0f);
     m_Renderer.SetColor(Color.white);
     m_Renderer.SetMesh(m_Mesh);
     m_Renderer.materialCount = 1;
     m_Renderer.SetMaterial(m_Material, 0);
     m_VertexPositionBuffer = m_ActorNode.MakeVertexPositionBuffer();
 }
コード例 #28
0
 void Canvas_willRenderCanvases()
 {
     if (!IsDirty || Mesh == null)
     {
         return;
     }
     IsDirty        = false;
     Mesh.vertices  = Vertices;
     Mesh.triangles = Indices;
     CanvasRenderer.SetMesh(Mesh);
     CanvasRenderer.SetColor(Color);
     CanvasRenderer.materialCount = 1;
     CanvasRenderer.SetMaterial(Canvas.GetDefaultCanvasMaterial(), 0);
     CanvasRenderer.SetTexture(Texture2D.whiteTexture);
     CanvasRenderer.SetAlpha(0.5f);
 }
コード例 #29
0
ファイル: Fade.cs プロジェクト: oatssss/Deep-Under
    public static IEnumerator UIColorFade(CanvasRenderer renderer, Color start, Color end, float duration, EaseType easeType, Action callback)
    {
        float t = 0f;

        while (t < 1f)
        {
            t += Time.unscaledDeltaTime * (1f / duration);
            renderer.SetColor(Color.Lerp(start, end, Ease(t, easeType)));
            yield return(null);
        }

        if (callback != null)
        {
            callback();
        }
    }
コード例 #30
0
    IEnumerator FadeOut(GameObject obj, float delay)
    {
        obj.SetActive(true);
        yield return(new WaitForSeconds(delay));

        CanvasRenderer renderer = obj.GetComponent <CanvasRenderer>();

        for (int i = 0; i < 100; i++)
        {
            Color color = renderer.GetColor();
            color.a = 1 - (i * 0.01F);
            renderer.SetColor(color);
            yield return(new WaitForSeconds(0.01F));
        }
        obj.SetActive(false);
    }