void OnEnable() { script = (TransformUniversal)target; //Translate props doTranslate = new AnimBool(script.doTranslate); doTranslate.valueChanged.AddListener(Repaint); translateUseBounds = new AnimBool(script.translateUseBounds); translateUseBounds.valueChanged.AddListener(Repaint); doTranslateOscillate = new AnimBool(script.doTranslateOscillate); doTranslateOscillate.valueChanged.AddListener(Repaint);; doTranslateNoise = new AnimBool(script.doTranslateNoise); doTranslateNoise.valueChanged.AddListener(Repaint); doRotate = new AnimBool(script.doRotate); doRotate.valueChanged.AddListener(Repaint); doRotateOscillate = new AnimBool(script.doRotateOscillate); doRotateOscillate.valueChanged.AddListener(Repaint); doRotateNoise = new AnimBool(script.doRotateNoise); doRotateNoise.valueChanged.AddListener(Repaint); doScale = new AnimBool(script.doScale); doScale.valueChanged.AddListener(Repaint); scaleUseBounds = new AnimBool(script.scaleUseBounds); scaleUseBounds.valueChanged.AddListener(Repaint); doScaleOscillate = new AnimBool(script.doScaleOscillate); doScaleOscillate.valueChanged.AddListener(Repaint); doScaleNoise = new AnimBool(script.doScaleNoise); doScaleNoise.valueChanged.AddListener(Repaint); }
// Use this for initialization void Start() { amountSeed = 1+Random.value * 1.5f; speedSeed = 1+Random.value * 1.2f; trans = GetComponent<TransformUniversal> (); aud.pitch = Random.Range (.5f, 1); }
public override void Modify(float t) { if (xform == null && val.objectToModify.GetComponent <TransformUniversal> () != null) { xform = val.objectToModify.GetComponent <TransformUniversal> (); } if (xform != null) { xform.globalTimeScale = Mathf.Lerp(timeLow, timeHigh, t); } }
void makeWave(List <GameObject> L, float upper, float lower, float speed, float offset) { for (int i = 0; i < L.Count; i++) { TransformUniversal t = L[i].AddComponent <TransformUniversal>(); t.doRotateOscillate = true; t.rotateOscillateUpperBounds = new Vector3(0, 0, upper); t.rotateOscillateLowerBounds = new Vector3(0, 0, lower); t.rotateOscillateSpeed = new Vector3(0, 0, speed * randoms[i]); } }