Inheritance: MonoBehaviour
コード例 #1
0
 // Use this for initialization
 void Start()
 {
     stats = GetComponent<UnitStats>();
     coll = GetComponent<Collider>();
     door = GetComponent<DoorOpen>();
     waypointCache = GetComponentsInChildren<BarricadeWaypoint>();
     unitCache = null;
     baseSelfHealCache = selfHealAmount;
 }
コード例 #2
0
ファイル: InputManager.cs プロジェクト: MaddJhin/Holdout
    public void SetTarget(PlayerUnitControl player)
    {
        // Reset previous target's outline color before setting new target
        if (targetRend != null && player != setTargetOn)
          targetRend.material.SetColor("_OutlineColor", colorCache);

        // Set new target and cache their renderer for future color changes
        setTargetOn = player;

        if (touchCountCache > 1)
            FocusCamera(player.gameObject);

        Debug.Log("Set Target To: " + player);
        try
        {
            rendCache = player.gameObject.GetComponentsInChildren<Renderer>();
        }

        catch
        {
            Debug.Log("Renderer: " + rendCache);
        }

        // Create new color from cache, change alpha, and apply
        if (rendCache != null)
        {
            for (int i = 0; i < rendCache.Length; i++)
            {
                if (rendCache[i].material.HasProperty("_OutlineColor"))
                {
                    targetRend = rendCache[i];

                    if (colorCache != rendCache[i].material.GetColor("_OutlineColor"))
                    {
                        colorCache = rendCache[i].material.GetColor("_OutlineColor");
                        newColorCache = colorCache;
                        newColorCache.a = (255F);
                    }

                    rendCache[i].material.SetColor("_OutlineColor", newColorCache);
                }
            }
        }
    }