/* Functions */ protected override void Awake() { base.Awake(); this.mTrackAction = this.GetComponent <JCS_SimpleTrackAction>(); this.mScaleEffect = this.GetComponent <JCS_ScaleEffect>(); // set system call back. // so when the player click it will call the function. SetSystemCallback(SetFocus); }
//======================================== // 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.mSimpleTrackAction = this.GetComponent <JCS_SimpleTrackAction>(); // start at the current position. // so trick make the trackaction not moving at all at the // beginning of the action. this.mSimpleTrackAction.TargetPosition = this.transform.localPosition; for (int index = 0; index < mButtons.Length; ++index) { if (mButtons[index] == null) { continue; } mButtons[index].SetSystemCallback(PointToButton); } }