void Start() { m_Fill = GetComponent <Image>(); m_Value = 0; SetFillerSize(0); instance = this; }
public static ProgressRadialBehaviour Instance() { if (instance == null) { instance = new ProgressRadialBehaviour(); } return(instance); }
public void createTimer() { _timerPanel = Instantiate(_prefabTimerPanel); _timerPanel.transform.parent = gameObject.transform; _timerPanel.transform.localPosition = new Vector3(0, 150, 0); _timerPanel.transform.localScale = new Vector3(1, 1, 1); _progressRadialHollow = Instantiate(_prefabProgressBar).GetComponent <ProgressBar.ProgressRadialBehaviour>(); _progressRadialHollow.transform.parent = _timerPanel.transform; _progressRadialHollow.GetComponent <RectTransform>().position = gameObject.transform.position; _progressRadialHollow.GetComponent <RectTransform>().localScale = new Vector3(1, 1, 1); _timerPanel.transform.GetChild(1).gameObject.AddComponent <PlayPauseTimer>(); _timerPanel.transform.GetChild(2).gameObject.AddComponent <RestartTimer>(); }
// Use this for initialization void Start () { dashButton = dashButtonGUI.GetComponentInChildren<ProgressRadialBehaviour>(); dashButton.ProgressSpeed = dashProgressSpeed; dashButton.IncrementValue(100f); attackButton = attackButtonGUI.GetComponentInChildren<ProgressRadialBehaviour>(); attackButton.ProgressSpeed = attackProgressSpeed; attackButton.IncrementValue(100f); shootButton = shootButtonGUI.GetComponentInChildren<ProgressRadialBehaviour>(); shootButton.ProgressSpeed = shootProgressSpeed; shootButton.IncrementValue(100f); jumpButton = jumpButtonGUI.GetComponentInChildren<ProgressRadialBehaviour>(); jumpButton.ProgressSpeed = jumpProgressSpeed; jumpButton.IncrementValue(100f); shrinkMeter = ShrinkMeterGUI.GetComponent<ProgressBarBehaviour>(); shrinkMeter.ProgressSpeed = shrinkProgressSpeed; shrinkMeter.IncrementValue(100f); }
// Use this for initialization void Start () { BODY = GetComponent<Rigidbody>(); proRadB = GameObject.Find ("ProgressRadialHollow").GetComponent<ProgressBar.ProgressRadialBehaviour>(); }
// Use this for initialization void Start() { BODY = GetComponent <Rigidbody>(); proRadB = GameObject.Find("ProgressRadialHollow").GetComponent <ProgressBar.ProgressRadialBehaviour>(); }
public IEnumerator SomeFunction(string gameObjectName) { _myMaterial = new Material(Shader.Find("Diffuse")); GameObject obj_gameobject = GameObject.Find(gameObjectName); Debug.Log("started parsing the obj..."); initArrayLists(); // re-initialize the mesh and name it if (_myMesh != null) { _myMesh.Clear(); } _myMesh = new Mesh(); _myMesh.name = _meshName; CanvasGroup canvasGroup = GetComponentInChildren <CanvasGroup> (); canvasGroup.alpha = 1; // Draws the rotating loading spinner ProgressBar.ProgressRadialBehaviour progressBar = (ProgressBar.ProgressRadialBehaviour)GetComponentInChildren <ProgressBar.ProgressRadialBehaviour> (); // retrieve data from OBJ file WWW www3d = new WWW(_textFieldString); while (!www3d.isDone) { //Debug.Log("Set value: " + www3d.progress); progressBar.SetValue(www3d.progress * 100); yield return(null); } if (!string.IsNullOrEmpty(www3d.error)) { // error! } else { progressBar.TriggerOnComplete = true; } yield return(www3d); string s = www3d.text; //replace double spaces and dot-notations s = s.Replace(" ", " "); s = s.Replace(" ", " "); //~ s = s.Replace(".", ","); // call loadFile() and pass through the data from the OBJ file --> here we load the OBJ LoadFile(s); canvasGroup.alpha = 0; progressBar.ResetValue(); Debug.Log("File loaded"); //set the vertices and triangles to the unity mesh _myMesh.vertices = _vertexArray; _myMesh.triangles = _triangleArray; if (_uvArrayList.Count > 0) { _myMesh.uv = _uvArray; } if (_normalArrayList.Count > 0) { _myMesh.normals = _normalArray; } else { _myMesh.RecalculateNormals(); } //calculate the bounds _myMesh.RecalculateBounds(); // check if there is allready a MeshFilter present, if not add one if ((MeshFilter)obj_gameobject.GetComponent("MeshFilter") == null) { obj_gameobject.AddComponent <MeshFilter>(); } //assign the mesh to the meshfilter MeshFilter temp; temp = (MeshFilter)obj_gameobject.GetComponent("MeshFilter"); temp.mesh = _myMesh; // obj_gameobject.GetComponent<MeshRenderer> ().enabled = true; if ((MeshRenderer)obj_gameobject.GetComponent("MeshRenderer") == null) { obj_gameobject.AddComponent <MeshRenderer>(); } // retrieve the texture Debug.Log("uv arraylist count: " + _uvArrayList.Count + " Texture link: " + _textureLink); if (_uvArrayList.Count > 0 && _textureLink != "") { WWW wwwtx = new WWW(_textureLink); yield return(wwwtx); Debug.Log("Loading texture"); _myMaterial.mainTexture = wwwtx.texture; } // assign the texture to the meshrenderer MeshRenderer temp2; temp2 = (MeshRenderer)obj_gameobject.GetComponent("MeshRenderer"); if (_uvArrayList.Count > 0 && _textureLink != "") { temp2.material = _myMaterial; _myMaterial.shader = Shader.Find("Diffuse"); } yield return(new WaitForFixedUpdate()); }