/* Functions */ private void Awake() { #if TMP_PRO this.mTextMesh = this.GetComponent <TextMeshPro>(); #endif this.mTweenerHandler = this.GetComponent <JCS_TweenerHandler>(); this.mFadeObject = this.GetComponent <JCS_FadeObject>(); }
/// <summary> /// Fade a screen to cetain amount of value. /// </summary> /// <param name="time"></param> /// <param name="color"></param> public void Focus(float time, Color color) { float alpha = color.a; JCS_FadeObject fadeObj = this.mFadeScreen.FadeObject; Color fakeColor = color; fakeColor.a = 0; fadeObj.LocalColor = fakeColor; fadeObj.FadeInAmount = alpha; fadeObj.FadeIn(time); }
//======================================== // Unity's function //------------------------------ private void Awake() { mText = this.GetComponent <Text>(); mFadeObject = this.GetComponent <JCS_FadeObject>(); mSimpleTrackAction = this.GetComponent <JCS_SimpleTrackAction>(); mSlideEffect = this.GetComponent <JCS_SlideEffect>(); // set the fade out call back, // so we active from pool, // and check to see if the object is fade out complete. // if is complete set the active to false (return // to pool). mFadeObject.fadeOutCallback = FadeOutCompleteCallback; }
/* Functions */ private void Awake() { this.mFadeObject = this.GetComponent <JCS_FadeObject>(); }
/// <summary> /// Fade out the screen, back to original amount of value. /// </summary> public void UnFocus(float time) { JCS_FadeObject fadeObj = this.mFadeScreen.FadeObject; fadeObj.FadeOut(time); }
/// <summary> /// Fade out the screen, back to original amount of value. /// </summary> public void UnFocus() { JCS_FadeObject fadeObj = this.mFadeScreen.FadeObject; fadeObj.FadeOut(); }
/* Functions */ private void Awake() { this.mAO = this.GetComponent <JCS_FadeObject>(); mAO.LocalAlpha = 0; }
/// <summary> /// Drop an item. /// </summary> /// <param name="item"> item u want to spawn </param> /// <param name="index"> index to know the force this is pushing to. </param> /// <param name="isEven"> is the index even number? </param> /// <param name="isGravity"> do gravity effect. </param> /// <param name="spreadEffect"> do spread effect. </param> /// <param name="rotateDrop"> rotate while dropping. </param> /// <param name="waveEffect"> do wave effect while on the ground. </param> /// <param name="destroyFade"> while picking it up will fade and destroy. </param> private void DropAnItem( JCS_Item item, int index, bool isEven, bool isGravity, bool spreadEffect, bool rotateDrop, bool waveEffect, bool destroyFade) { JCS_Item newItem = (JCS_Item)JCS_Utility.SpawnGameObject( item, this.transform.position, this.transform.rotation); bool isEvenIndex = ((index % 2) == 0) ? true : false; if (isGravity) { JCS_OneJump oj = newItem.gameObject.AddComponent <JCS_OneJump>(); float gapDirection = mSpreadGap; if (isEvenIndex) { gapDirection = -mSpreadGap; } oj.BounceBackfromWall = BounceBackfromWall; float gapForce = 0; if (spreadEffect) { if (isEven) { if (!isEvenIndex) { gapForce = (gapDirection * (index - 1)) + gapDirection; } else { gapForce = (gapDirection * (index)) + gapDirection; } } // if total is odd else { if (isEvenIndex) { gapForce = (gapDirection * (index)); } else { gapForce = (gapDirection * (index)) + gapDirection; } } } float jumpForce = mJumpForce; if (mRandomizeJumpForce) { jumpForce += JCS_Random.Range(-mRandomizeJumpForceForce, mRandomizeJumpForceForce); } oj.DoForce(gapForce, jumpForce, mIncludeDepth); if (rotateDrop) { JCS_ItemRotation irx = newItem.gameObject.AddComponent <JCS_ItemRotation>(); irx.RotateSpeed = JCS_Random.Range(-mRotateSpeed, mRotateSpeed); irx.Effect = true; irx.RotateDirection = JCS_Vector3Direction.FORWARD; // if z axis interact in game if (mIncludeDepth) { // add rotation on y axis. JCS_ItemRotation iry = newItem.gameObject.AddComponent <JCS_ItemRotation>(); iry.RotateSpeed = JCS_Random.Range(-mRotateSpeed, mRotateSpeed); iry.Effect = true; iry.RotateDirection = JCS_Vector3Direction.UP; // add rotation on z axis. JCS_ItemRotation irz = newItem.gameObject.AddComponent <JCS_ItemRotation>(); irz.RotateSpeed = JCS_Random.Range(-mRotateSpeed, mRotateSpeed); irz.Effect = true; irz.RotateDirection = JCS_Vector3Direction.RIGHT; } } } if (waveEffect) { JCS_3DConstWaveEffect cwe = newItem.gameObject.AddComponent <JCS_3DConstWaveEffect>(); cwe.SetObjectType(newItem.GetObjectType()); cwe.Effect = true; } if (destroyFade) { JCS_DestroyObjectWithTime dowt = newItem.gameObject.AddComponent <JCS_DestroyObjectWithTime>(); dowt.FadeTime = mFadeTime; dowt.DestroyTime = mDestroyTime; Renderer[] renderers = newItem.GetComponentsInChildren <Renderer>(); foreach (Renderer rdr in renderers) { JCS_FadeObject fo = rdr.gameObject.AddComponent <JCS_FadeObject>(); dowt.FadeObjects.Add(fo); // set the object type the same. fo.SetObjectType(item.GetObjectType()); fo.UpdateUnityData(); } } }