コード例 #1
0
    void Awake()
    {
        touchable   = gameObject.GetComponent <Touchable>();
        boxcollider = gameObject.GetComponent <BoxCollider>();
        rigidbody   = gameObject.GetComponent <Rigidbody>();

        default_storage_scale          = storage.transform.localScale.x; //could grab any dimension
        storage_ghost                  = storage.GetComponent <Ghost>();
        storage_touchable              = storage.GetComponent <Touchable>();
        storage_available              = storage_ghost.available;
        storage_available_meshrenderer = storage_available.GetComponent <MeshRenderer>();
        storage_snap = storage_ghost.snap;
        storage_snap_meshrenderer = storage_snap.GetComponent <MeshRenderer>();

        active_ghost     = active.GetComponent <Ghost>();
        active_touchable = active.GetComponent <Touchable>();
        active_available = active_ghost.available;
        active_available_meshrenderer = active_available.GetComponent <MeshRenderer>();
        active_snap = active_ghost.snap;
        active_snap_meshrenderer = active_snap.GetComponent <MeshRenderer>();

        dial_dial      = dial.GetComponent <Dial>();
        dial_touchable = dial.GetComponent <Touchable>();

        textv_tmpro        = textv.GetComponent <TextMeshPro>();
        textv_meshrenderer = textv.GetComponent <MeshRenderer>();
        textl_tmpro        = textl.GetComponent <TextMeshPro>();
        textl_meshrenderer = textl.GetComponent <MeshRenderer>();
        text_fadable       = GetComponent <Fadable>();

        disabled = false;
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        //Меняем время по W
        if (Input.GetKeyDown(KeyCode.W) && isSwitchPossible)
        {
            Fadable map1 = GameObject.Find("Map1").GetComponent <Fadable>();
            Fadable map2 = GameObject.Find("Map2").GetComponent <Fadable>();

            if (state == 1)
            {
                map1.EnableCollision();
                map2.DisableCollision();
                StartCoroutine(map1.FadeImage(false));
                StartCoroutine(map2.FadeImage(true));
                state = 0;
            }
            else
            {
                map2.EnableCollision();
                map1.DisableCollision();
                StartCoroutine(map1.FadeImage(true));
                StartCoroutine(map2.FadeImage(false));
                state = 1;
            }
            SwitchPlayer();
        }
    }
コード例 #3
0
 private void Start()
 {
     if (_music_slider && _sound_slider)
     {
         _music_slider.value = GetMusicVolume();
         _sound_slider.value = GetSoundVolume();
     }
     _fadable       = GetComponent <Fadable>();
     _music_manager = FindObjectOfType <MusicManager>();
 }
コード例 #4
0
    private void Awake()
    {
        Fadable map1 = GameObject.Find("Map1").GetComponent <Fadable>();
        Fadable map2 = GameObject.Find("Map2").GetComponent <Fadable>();


        StartCoroutine(map1.FadeImage(true));
        map1.DisableCollision();

        Transform tmap1 = GameObject.Find("Map1").GetComponent <Transform>();
        Transform tmap2 = GameObject.Find("Map2").GetComponent <Transform>();

        tmap2.position = new Vector3(0, 0, 0);
        tmap1.position = new Vector3(0, 0, 0);
    }
コード例 #5
0
 public void FadeInOptionsMenu(float time, float buffer, Fadable BackMenu)
 {
     _back_menu = BackMenu;
     _fadable.FadeIn(time, buffer);
 }
コード例 #6
0
 public void Start()
 {
     _canvasGroup = GetComponent <CanvasGroup>();
     _fadable     = GetComponent <Fadable>();
 }