public void OnSynapseModeChanged(SynapseMode newSynapseMode) { StopAllCoroutines(); this.ElectricParticleEffect.Stop(); MeshRenderer renderer = GetComponent <MeshRenderer>(); switch (newSynapseMode) { case SynapseMode.OneTimePositive: renderer.material = BlueSynapse;//Resources.Load<Material>("BlueSynapse"); break; case SynapseMode.OneTimeNegative: renderer.material = RedSynapse;//Resources.Load<Material>("RedSynapse"); break; case SynapseMode.RepetitivePositive: StartCoroutine(this.BlinkSynapse()); break; case SynapseMode.Neutral: renderer.material = NeutralSynapse;//Resources.Load<Material>("SynapseBase"); break; case SynapseMode.RepetitivePositiveTutorial: StartCoroutine(this.BlinkSynapseTutorial()); break; } this.TurnOnElectricParticles(newSynapseMode); this.ToggleAuraParticleEffect(newSynapseMode); }
private void ToggleAuraParticleEffect(SynapseMode newSynapseMode) { Color newColor = Color.white; switch (newSynapseMode) { case SynapseMode.OneTimePositive: newColor = new Color32(0x0A, 0x52, 0x73, 0xFF); break; case SynapseMode.OneTimeNegative: newColor = new Color32(0xAD, 0x3A, 0x3A, 0xFF); break; case SynapseMode.RepetitivePositive: newColor = new Color32(0x00, 0x22, 0xFF, 0xFF); break; case SynapseMode.Neutral: this.AuraParticleEffect.Stop(); return; case SynapseMode.RepetitivePositiveTutorial: newColor = new Color32(0x00, 0x22, 0xFF, 0xFF); break; } //ParticleSystem.startcol particleColor = this.AuraParticleEffect.colorOverLifetime; //particleColor.color = newGradient; ParticleSystem.MainModule mainParticle = this.AuraParticleEffect.main; mainParticle.startColor = newColor; this.AuraParticleEffect.Play(); }
private void TurnOnElectricParticles(SynapseMode newSynapseMode) { Gradient newGradient = new Gradient(); switch (newSynapseMode) { case SynapseMode.OneTimePositive: newGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(new Color32(0xFF, 0xFF, 0xFF, 0xFF), 0.0f), new GradientColorKey(new Color32(0x00, 0xB8, 0xE2, 0xFF), 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) }); break; case SynapseMode.OneTimeNegative: newGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(new Color32(0xFF, 0xFF, 0xFF, 0xFF), 0.0f), new GradientColorKey(new Color32(0xFF, 0x36, 0x36, 0xFF), 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) }); break; case SynapseMode.RepetitivePositive: newGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(new Color32(0xFF, 0xFF, 0xFF, 0xFF), 0.0f), new GradientColorKey(new Color32(0x00, 0xB8, 0xE2, 0xFF), 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) }); break; case SynapseMode.Neutral: this.ElectricParticleEffect.Stop(); return; case SynapseMode.RepetitivePositiveTutorial: newGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(new Color32(0xFF, 0xFF, 0xFF, 0xFF), 0.0f), new GradientColorKey(new Color32(0x00, 0xB8, 0xE2, 0xFF), 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) }); break; } ParticleSystem.ColorOverLifetimeModule particleColor = this.ElectricParticleEffect.colorOverLifetime; particleColor.color = newGradient; this.ElectricParticleEffect.Play(); }
public void OnSynapseTouched(SynapseMode touchedSynapseMode) { switch (touchedSynapseMode) { case SynapseMode.OneTimePositive: PositiveParticleEffect.Play(); break; case SynapseMode.OneTimeNegative: NegativeParticleEffect.Play(); break; case SynapseMode.RepetitivePositive: PositiveParticleEffect.Play(); break; case SynapseMode.Neutral: break; } this.audioPlayer.pitch = GameManager.GetRandomPitch(); this.audioPlayer.Play(); }
public void SetSynapseMode(SynapseMode modeToSet) { Mode = modeToSet; Illuminator.OnSynapseModeChanged(modeToSet); }