コード例 #1
0
ファイル: ProfileMessenger.cs プロジェクト: sonxoans2/CoThu
	IEnumerator StartShowMessage (TextMesh textMesh, string message)
	{
		textMesh.text = message;
		textMesh.GetComponent<Renderer>().enabled = true;
		yield return new WaitForSeconds(visibleTime);
		textMesh.GetComponent<Renderer>().enabled = false;
	}
コード例 #2
0
	//*************************************************************//
	void Start () 
	{
		_timeText = transform.Find ( "textTime" ).GetComponent < TextMesh > ();
		_nameText = transform.Find ( "textName" ).GetComponent < TextMesh > ();
		
		_myElement01Material = transform.Find ( "element01" ).renderer.material;
		_myElement02Material = transform.Find ( "element02" ).renderer.material;
		_myElement03Material = transform.Find ( "element03" ).renderer.material;
		
		_element01HavingText = transform.Find ( "element01" ).Find ( "textNumberYouHave" ).GetComponent < TextMesh > ();
		_element02HavingText = transform.Find ( "element02" ).Find ( "textNumberYouHave" ).GetComponent < TextMesh > ();
		_element03HavingText = transform.Find ( "element03" ).Find ( "textNumberYouHave" ).GetComponent < TextMesh > ();
		
		_element01RequiredText = transform.Find ( "element01" ).Find ( "textNumberRequeired" ).GetComponent < TextMesh > ();
		_element02RequiredText = transform.Find ( "element02" ).Find ( "textNumberRequeired" ).GetComponent < TextMesh > ();
		_element03RequiredText = transform.Find ( "element03" ).Find ( "textNumberRequeired" ).GetComponent < TextMesh > ();
		
		_myElement01Material.mainTexture = FLLevelControl.getInstance ().gameElements[GameElements.ICON_METAL];
		_myElement02Material.mainTexture = FLLevelControl.getInstance ().gameElements[GameElements.ICON_PLASTIC];
		_myElement03Material.mainTexture = FLLevelControl.getInstance ().gameElements[GameElements.ICON_VINES];
		
		switch ( myElementID )
		{
			case GameElements.ICON_RECHARGEOCORES:
				_nameText.GetComponent < GameTextControl > ().myKey = "ui_name_factory_storage_rechargeocores";
				break;
			case GameElements.ICON_REDIRECTORS:
				_nameText.GetComponent < GameTextControl > ().myKey = "ui_name_factory_storage_redirectors";
				break;
		}
	}
コード例 #3
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 void Start()
 {
     t = GetComponent<TextMesh>();
     Color c = t.GetComponent<Renderer>().material.GetColor("_Color");
     Color withAlpha = new Color(c.r, c.g, c.b, alpha);
     t.GetComponent<Renderer>().material.SetColor("_Color", withAlpha);
 }
コード例 #4
0
ファイル: TextSize.cs プロジェクト: ShadowVision/FOX
 public TextSize(TextMesh tm)
 {
     textMesh = tm;
     renderer = tm.GetComponent<Renderer>();
     dict = new Hashtable();
     getSpace();
 }
コード例 #5
0
ファイル: ShowGUI.cs プロジェクト: johnsoner94/VirusBuster
 void OnTriggerEnter2D(Collider2D other)                                                             // This object makes contact with another objects collider
 {
     if (other.name == "Player")                                                                     // The other objects is tagged as player
     {
         text.GetComponent <Renderer>().enabled = true;
     }
 }
コード例 #6
0
ファイル: FloatingText.cs プロジェクト: Reticulatas/Embargo
        void Start()
        {
            if (SpawnType == 0)
            {
                //Debug.Log("Spawning TextMesh Pro Objects.");
                // TextMesh Pro Implementation
                m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
                //m_textMeshPro.FontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
                //m_textMeshPro.anchor = AnchorPositions.Bottom;
                m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMeshPro.fontSize = 16;
                m_textMeshPro.text = string.Empty;

                StartCoroutine(DisplayTextMeshProFloatingText());
            }
            else
            {
                //Debug.Log("Spawning TextMesh Objects.");

                m_textMesh = m_floatingText.AddComponent<TextMesh>();
                m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; // User should only provide a string to the resource.     
                m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMesh.anchor = TextAnchor.LowerCenter;
                m_textMesh.fontSize = 16;

                StartCoroutine(DisplayTextMeshFloatingText());
            }

        }
コード例 #7
0
ファイル: GameManager.cs プロジェクト: thenewjeva/Recursion
    void Start()
    {
        player = GameObject.Find("Character");
        background = GameObject.Find("Background");
        status = GameObject.Find("Level Complete").GetComponent<TextMesh>();
        stars_empty = new GameObject[3];
        stars_empty[0] = GameObject.Find("Star1");
        stars_empty[1] = GameObject.Find("Star2");
        stars_empty[2] = GameObject.Find("Star3");
        stars_full = new GameObject[3];
        stars_full[0] = GameObject.Find("StarColored1");
        stars_full[1] = GameObject.Find("StarColored2");
        stars_full[2] = GameObject.Find("StarColored3");
        recNotice = GameObject.Find("Loops").GetComponent<TextMesh>();
        background.GetComponent<SpriteRenderer>().enabled = false;
        status.GetComponent<MeshRenderer>().enabled = false;
        retry = GameObject.Find("Retry");
        mainMenu = GameObject.Find("Main Menu");
        nextLevel = GameObject.Find("Next Level");
        collectible = GameObject.Find("Collectible");

        for (int i = 0; i < stars_empty.Length; i++)
        {
            stars_empty[i].GetComponent<SpriteRenderer>().enabled = false;
            //print(stars_empty[i].GetComponent<SpriteRenderer>().enabled);
            stars_full[i].GetComponent<SpriteRenderer>().enabled = false;
            //print(stars_full[i].GetComponent<SpriteRenderer>().enabled);
        }
        retry.SetActive(false);
        mainMenu.SetActive(false);
        nextLevel.SetActive(false);

        this.GetComponent<Rigidbody2D>().velocity = new Vector2(speed, 0);
    }
コード例 #8
0
ファイル: TypeSettingHelper.cs プロジェクト: NemoNessuno/Opia
    public static void SetTextOnMesh(string text, TextMesh mesh, float boundary)
    {
        //TODO: This is rather naive. Hyphenation?
        text = text.Replace(System.Environment.NewLine, "");
        string[] words = text.Split(' ');

        var sb = new StringBuilder();
        var renderer = mesh.GetComponent<Renderer>();

        for (int i = 0; i < words.Length; i++)
        {
            sb.Append(words[i] + " ");
            mesh.text = sb.ToString();

            if (renderer.bounds.size.x >= boundary && i!=0)
            {
                //TODO: This crashes on first word. why +2 anyway?
                sb.Remove(sb.Length - (words[i].Length + 1), words[i].Length + 1);
                sb.Append(System.Environment.NewLine);
                sb.Append(words[i] + " ");
            }
        }
        sb.Remove(sb.Length - 1, 1);

        mesh.text = sb.ToString();
    }
コード例 #9
0
	public void init (FightScreen fightScreen, PotionBag potionBag) {
		this.fightScreen = fightScreen;
		this.potionBag = potionBag;
		location = GameObject.FindGameObjectWithTag("LocationScreen").GetComponent<Location>();
		render = transform.Find("WinImage").GetComponent<SpriteRenderer>();
		bg = transform.Find("BG");
		valuesHolder = transform.Find("ValuesHolder");
//		rankPointsValue = valuesHolder.Find("RankPointsValue").GetComponent<TextMesh>();
		goldValue = valuesHolder.Find("GoldValue").GetComponent<TextMesh>();
		newLevelLabel = valuesHolder.Find("NewLevelLabel").GetComponent<TextMesh>();

//		MeshRenderer mesh = valuesHolder.Find("RankPointsLabel").GetComponent<MeshRenderer>();
//		mesh.sortingLayerName = "FightResultLayer";
//		mesh.sortingOrder = 2;
		MeshRenderer mesh = valuesHolder.Find("GoldLabel").GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "FightResultLayer";
		mesh.sortingOrder = 2;
//		mesh = rankPointsValue.GetComponent<MeshRenderer>();
//		mesh.sortingLayerName = "FightResultLayer";
//		mesh.sortingOrder = 2;
		mesh = goldValue.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "FightResultLayer";
		mesh.sortingOrder = 2;
		mesh = newLevelLabel.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "FightResultLayer";
		mesh.sortingOrder = 2;

		newLevelLabel.gameObject.SetActive(false);
		valuesHolder.gameObject.SetActive(false);

		transform.Find("ClickText").GetComponent<StrokeText>().init("FightResultLayer", 10);
		gameObject.SetActive(false);
	}
コード例 #10
0
ファイル: Tile.cs プロジェクト: snaptothegrid/Tiler
    public virtual void Init(Grid grid, int x, int y, float scale = 1, Sprite asset = null)
    {
        sfx = AudioManager.instance;

        container = transform.Find("Sprites");
        outline = transform.Find("Sprites/Outline").GetComponent<SpriteRenderer>();
        img = transform.Find("Sprites/Sprite").GetComponent<SpriteRenderer>();
        shadow = transform.Find("Sprites/Shadow").GetComponent<SpriteRenderer>();
        shadow.gameObject.SetActive(false);

        label = transform.Find("Label").GetComponent<TextMesh>();
        label.GetComponent<Renderer>().sortingLayerName = "Ui";
        label.gameObject.SetActive(Debug.isDebugBuild);

        this.grid = grid;
        this.x = x;
        this.y = y;
        this.asset = asset;

        this.walkable = true;

        transform.localPosition = new Vector3(x, y, 0);

        SetAsset(asset);
        SetImages(scale, Vector3.zero, 0);
        SetSortingOrder(0);

        visible = false;
        explored = false;
    }
コード例 #11
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    public override void init(EquipmentScreen equipmentScreen) {
        base.init(equipmentScreen);
		holderType = ItemHolderType.POTION_BAG;
		col = GetComponent<BoxCollider2D>();
		hotkeyText = transform.Find("Hotkey").GetComponent<TextMesh>();
		MeshRenderer mesh = hotkeyText.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "InventoryLayer";
		mesh.sortingOrder = 5;
    }
コード例 #12
0
ファイル: Button.cs プロジェクト: aintech/Heroes_of_Routine
	private void init () {
		render = GetComponent<SpriteRenderer>();
		col = GetComponent<Collider2D>();
		text = GetComponentInChildren<TextMesh>();
		holder = transform.parent.GetComponent<ButtonHolder>();
		textRender = text.GetComponent<MeshRenderer>();
		textRender.sortingLayerName = render.sortingLayerName;
		textRender.sortingOrder = render.sortingOrder + 1;
	}
コード例 #13
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	public void init (QuestBoard questBoard) {
		this.questBoard = questBoard;
		render = GetComponent<SpriteRenderer>();
		col = GetComponent<Collider2D>();
		title = transform.Find("Title").GetComponent<TextMesh>();
		rank = transform.Find("Rank").GetComponent<TextMesh>();
		title.GetComponent<MeshRenderer>().sortingOrder = render.sortingOrder + 1;
		rank.GetComponent<MeshRenderer>().sortingOrder = render.sortingOrder + 1;
	}
コード例 #14
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    // Use this for initialization
    void Start()
    {
        EventController.Instance.Subscribe("MissionObjectDestroyed", this);
        _hideRendererTimer = new Timer {Duration = 1.5f};
        _hideRendererTimer.OnTick += OnHideRendererTimer;

        mText = GetComponent<TextMesh>();
        mText.GetComponent<Renderer>().enabled = false;
    }
コード例 #15
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    void Start()
    {
        foreach (Transform t in gameObject.transform){
            if(t.gameObject.name == "nameplate") {

                namePlate = t.gameObject;

            }
        }

        if ( namePlate != null ) {

            _theMesh = namePlate.GetComponent<TextMesh> ();

            _textMeshRenderer = _theMesh.GetComponent<MeshRenderer> ();

            if ( _theMesh != null )
                _theMesh.text = photonView.owner.name.ToString();

        }

        //TODO: Bugfix to allow .isMine and .owner from AWAKE!
        if (photonView.isMine)
        {
            //MINE: local player, simply enable the local scripts
            cameraScript.enabled = true;
            controllerScript.enabled = true;
            targetScript.enabled = true;
            playerScript.enabled = true;
            Camera.main.transform.parent = transform;
            Camera.main.transform.localPosition = new Vector3(0, 2, -5);
            Camera.main.transform.localEulerAngles = new Vector3(10, 0, 0);

            //_theMesh.text = PhotonNetwork.playerName;

            //if ( _textMeshRenderer != null )
                _textMeshRenderer.enabled = false;

        }
        else
        {
            cameraScript.enabled = false;
            controllerScript.enabled = true;
            targetScript.enabled = false;
            playerScript.enabled = false;

            //PhotonView _otherPlayer = GetComponent<PhotonView> ();

            //if ( _textMeshRenderer != null )
                _textMeshRenderer.enabled = true;

        }
        controllerScript.SetIsRemotePlayer(!photonView.isMine);

        gameObject.name = gameObject.name + photonView.viewID.ID;
    }
コード例 #16
0
	public void init () {
		addStrengthBtn = transform.Find("AddStrengthBtn").GetComponent<Button>();
		addEnduranceBtn = transform.Find("AddEnduranceBtn").GetComponent<Button>();
		addAgilityBtn = transform.Find("AddAgilityBtn").GetComponent<Button>();
		addLuckBtn = transform.Find("AddLuckBtn").GetComponent<Button>();
		attributePoints = transform.Find("AttributePoints").GetComponent<TextMesh>();
		MeshRenderer rend = attributePoints.GetComponent<MeshRenderer>();
		rend.sortingLayerName = "InventoryLayer";
		rend.sortingOrder = 1;
	}
コード例 #17
0
ファイル: Dialog.cs プロジェクト: syogesh/Lights
    public void Awake()
    {
        this.textObject = gameObject.transform
                            .Find(Dialog.TextObjectName)
                            .GetComponent<TextMesh>();

        textObject.GetComponent<Renderer>().sortingOrder = 20;

        Events.Register<OnPauseEvent>(this.OnPause);
    }
コード例 #18
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	public void init (QuestBoard questBoard) {
		this.questBoard = questBoard;
		yesBtn = transform.Find("YesBtn").GetComponent<Button>();
		cancelBtn = transform.Find("CancelBtn").GetComponent<Button>();
		gameObject.SetActive(false);
		title = transform.Find("Title").GetComponent<TextMesh>();
		description = transform.Find("Description").GetComponent<TextMesh>();
		title.GetComponent<MeshRenderer>().sortingOrder = GetComponent<SpriteRenderer>().sortingOrder + 1;
		description.GetComponent<MeshRenderer>().sortingOrder = GetComponent<SpriteRenderer>().sortingOrder + 1;
	}
コード例 #19
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    // Use this for initialization
    void Start()
    {
        EventController.Instance.Subscribe("BaseEntered", this);
        EventController.Instance.Subscribe("BaseExit", this);
        EventController.Instance.Subscribe("OnShowPauseMenu", this);
        EventController.Instance.Subscribe("OnResume", this);
        _hideRendererTimer = new Timer { Infinite = true};

        mText = GetComponent<TextMesh>();
        mText.GetComponent<Renderer>().enabled = false;
    }
コード例 #20
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	public void init () {
		trans = transform;
		Transform container = trans.Find("Container");
		containerOffset = -container.localPosition.y;
        container.gameObject.SetActive(true);
		quality = container.Find("Quality");
		body = container.Find("Body");
		stretch = body.Find("Stretch");
		footer = body.Find("Footer");
		footerPos = footer.localPosition;
		actionMsgTrans = footer.Find("ActionMsg");
        costTrans = footer.Find("CostValue");
        errorMsgTrans = footer.Find("ErrorMsg");

		qualityValue = quality.Find("QualityValue").GetComponent<TextMesh>();
		nameValue = container.Find("NameValue").GetComponent<TextMesh>();
		stat_1 = body.Find("Stat_1").GetComponent<TextMesh>();
		stat_2 = body.Find("Stat_2").GetComponent<TextMesh>();
		description = trans.Find("Description").GetComponent<TextMesh>();
		actionMsg = actionMsgTrans.Find("ActionText").GetComponent<TextMesh>();
        costText = costTrans.Find("CostText").GetComponent<TextMesh>();
        errorMsg = errorMsgTrans.Find("ErrorText").GetComponent<TextMesh>();

        int layer = 9;
		MeshRenderer mesh = qualityValue.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "InventoryLayer";
		mesh.sortingOrder = layer;
		mesh = nameValue.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "InventoryLayer";
		mesh.sortingOrder = layer;
		mesh = stat_1.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "InventoryLayer";
		mesh.sortingOrder = layer;
		mesh = stat_2.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "InventoryLayer";
		mesh.sortingOrder = layer;
		mesh = description.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "InventoryLayer";
		mesh.sortingOrder = layer;
        mesh = actionMsg.GetComponent<MeshRenderer>();
        mesh.sortingLayerName = "InventoryLayer";
        mesh.sortingOrder = layer;
        mesh = costText.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "InventoryLayer";
		mesh.sortingOrder = layer;
        mesh = errorMsg.GetComponent<MeshRenderer>();
        mesh.sortingLayerName = "InventoryLayer";
        mesh.sortingOrder = layer;

		description.gameObject.SetActive(true);
        gameObject.SetActive(false);
	}
コード例 #21
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    IEnumerator ScoreAnim(TextMesh score, int points, bool combo)
    {
        if (combo) {
            score.text = "Combo\n" + points.ToString();
            score.lineSpacing = 0.8f;
        }
        else score.text = points.ToString();

        float timeAnim = 1;
        float currentTime = 0;
        Color baseColor = score.GetComponent<MeshRenderer>().material.color;
        Color modifiedColor = score.GetComponent<MeshRenderer>().material.color;
        float alpha = 1;

        while (currentTime < timeAnim) {
            alpha -= timeAnim * Time.deltaTime;
            score.GetComponent<MeshRenderer>().material.color = new Color(baseColor.r, baseColor.g, baseColor.b, alpha);
            yield return new WaitForEndOfFrame();
        }

        Destroy(score.gameObject);
    }
コード例 #22
0
ファイル: Utils.cs プロジェクト: gbatha/Bad-Wizard
	//formats a displaytime to the time that's passed in. displays -:-- if -1 is passed in
	public static void displayFormattedTime(float timeIn, TextMesh timemesh, TextMesh timemeshcenti, bool multByScale = false){
		if(timeIn == -1f){
			timemesh.text = "-:--";
			timemeshcenti.text = "";
		}else{
			int minutes = (int)(timeIn / 60f);
			int seconds = (int)(timeIn % 60);
			int centisecond = (int)((timeIn - Mathf.Floor(timeIn)) * 100f);

			timemesh.text = string.Format("{0}:{1:D2}", minutes, seconds);
			timemeshcenti.text = string.Format("{0:D2}", centisecond);
		}
		
		//position centitext
		Vector3 centiPos = timemeshcenti.transform.localPosition;
		if(multByScale){
			centiPos.x = timemesh.GetComponent<Renderer>().bounds.size.x * (1f/timemesh.transform.lossyScale.x);
			//centiPos.x += 0.1f;
		}else{
			centiPos.x = timemesh.GetComponent<Renderer>().bounds.size.x + 0.1f;	
		}
		
		timemeshcenti.transform.localPosition = centiPos;
	}
コード例 #23
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	public StrokeText init (string layerName, int sortingOrder) {
		text = GetComponent<TextMesh>();
		MeshRenderer rend = text.GetComponent<MeshRenderer>();
		rend.sortingLayerName = layerName;
		rend.sortingOrder = sortingOrder + 1;
		for (int i = 0; i < transform.childCount; i++) {
			rend = transform.GetChild(i).GetComponent<MeshRenderer>();
			rend.sortingLayerName = layerName;
			rend.sortingOrder = sortingOrder;
		}
		top = transform.Find("Top").GetComponent<TextMesh>();
		bottom = transform.Find("Bottom").GetComponent<TextMesh>();
		left = transform.Find("Left").GetComponent<TextMesh>();
		right = transform.Find("Right").GetComponent<TextMesh>();
        return this;
	}
コード例 #24
0
        void Start()
        {
            if (SpawnType == 0)
            {
                // TextMesh Pro Implementation
                m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
                m_textContainer = m_floatingText.GetComponent<TextContainer>();
                
                m_floatingText_Transform = m_floatingText.transform;
                m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);

                m_textContainer.isAutoFitting = false;
                //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
                //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF 1", typeof(Material)) as Material;
                //m_textContainer.anchorPosition = TextContainerAnchors.Bottom;
                m_textMeshPro.alignment = TextAlignmentOptions.Center;
                m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMeshPro.fontSize = 24;
                //m_textMeshPro.enableExtraPadding = true;
                //m_textMeshPro.enableShadows = false;
                m_textMeshPro.text = string.Empty;

                StartCoroutine(DisplayTextMeshProFloatingText());
            }
            else if (SpawnType == 1)
            {
                //Debug.Log("Spawning TextMesh Objects.");

                m_floatingText_Transform = m_floatingText.transform;
                m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);

                m_textMesh = m_floatingText.AddComponent<TextMesh>();
                m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
                m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMesh.anchor = TextAnchor.LowerCenter;
                m_textMesh.fontSize = 24;

                StartCoroutine(DisplayTextMeshFloatingText());
            }
            else if (SpawnType == 2)
            {

            }

        }
コード例 #25
0
	public void init () {
		Transform maskCanvas = transform.Find("MaskCanvas");
		maskCanvas.gameObject.SetActive(true);
		rankMaskRect = maskCanvas.Find("RankMask").GetComponent<RectTransform>();
		healthMaskRect = maskCanvas.Find("HealthMask").GetComponent<RectTransform>();
		equipBtn = transform.Find("EquipmentBtn").GetComponent<Button>();
		dayCount = transform.Find("DayCount").GetComponent<TextMesh>();
		TextMesh dayLabel = transform.Find("DayLabel").GetComponent<TextMesh>();
		questInfo = transform.Find("QuestInfo").GetComponent<TextMesh>();
		goldValue = transform.Find("GoldValue").GetComponent<TextMesh>();
		healthValue = transform.Find("HealthValue").GetComponent<TextMesh>();
		rankValue = transform.Find("RankValue").GetComponent<TextMesh>();
		MeshRenderer mesh = dayCount.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "UserInterfaceLayer";
		mesh.sortingOrder = 1;
		mesh = questInfo.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "UserInterfaceLayer";
		mesh.sortingOrder = 1;
		mesh = goldValue.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "UserInterfaceLayer";
		mesh.sortingOrder = 1;
		mesh = healthValue.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "UserInterfaceLayer";
		mesh.sortingOrder = 1;
		mesh = dayLabel.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "UserInterfaceLayer";
		mesh.sortingOrder = 1;
		mesh = rankValue.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "UserInterfaceLayer";
		mesh.sortingOrder = 1;
		dayLabel.gameObject.SetActive(true);
		transform.Find("BG").gameObject.SetActive(true);
		dayCount.gameObject.SetActive(true);
		questInfo.gameObject.SetActive(true);
		goldValue.gameObject.SetActive(true);
		healthValue.gameObject.SetActive(true);
		equipBtn.gameObject.SetActive(true);
		equipBtn.setText("Статус");
		addDay();
		updateGold();
		updateHealth();
		updateRank();
	}
コード例 #26
0
	public void init (FightScreen fightScreen, Enemy enemy) {
		this.fightScreen = fightScreen;
		this.enemy = enemy;
		trans = transform;
		elementTrans = trans.Find("EffectSprite");
		BG = trans.Find("BG");
		emitter = trans.Find("EffectTrail");
		element = elementTrans.GetComponent<SpriteRenderer>();
		effectHit = trans.Find("HitSprite").GetComponent<SpriteRenderer>();
		trans.SetParent(fightScreen.transform);
		fightInterface = fightScreen.transform.Find("FightInterface").GetComponent<FightInterface>();
		hitTextHolder = trans.Find("HitTextHolder");
		hitText = hitTextHolder.Find("HitText").GetComponent<TextMesh>();
		hitTextBG = hitTextHolder.Find("HitTextBG").GetComponent<TextMesh>();
		MeshRenderer mesh = hitText.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "FightEffectLayer";
		mesh.sortingOrder = 4;
		mesh = hitTextBG.GetComponent<MeshRenderer>();
		mesh.sortingLayerName = "FightEffectLayer";
		mesh.sortingOrder = 3;
	}
コード例 #27
0
	public void CustomStart ()
	{
		resoultScreenIsOn = true;
		_missionStatusText = transform.Find ( "FailedScreen" ).Find ( "textMissionStatus" ).GetComponent < TextMesh > ();
		
		camera.depth = 100;
		Camera.main.depth = 0;
		
		//transform.Find ( "FailedScreen" ).Find ( "character" ).renderer.material.mainTexture = character;
		
		//FlurryAnalytics.Instance ().LogEvent ( "Finish Level Timer: " + TimeScaleManager.getTimeString ( TimerControl.getInstance ().getCurrentTime ()));
		//GoogleAnalytics.instance.LogScreen ( "Finish Level Timer: " + TimeScaleManager.getTimeString ( TimerControl.getInstance ().getCurrentTime ()));
		
		if ( WIN_RESOULT )
		{
			//FlurryAnalytics.Instance ().LogEvent ( "Win - level " + LevelControl.SELECTED_LEVEL_NAME + " - Timer: " + TimeScaleManager.getTimeString ( TimerControl.getInstance ().getCurrentTime ()));
			if ( LevelControl.CURRENT_LEVEL_CLASS != null ) GoogleAnalytics.instance.LogScreen ( "Rescue - Win - Level " + ( LevelControl.CURRENT_LEVEL_CLASS.type == FLMissionScreenNodeManager.TYPE_REGULAR_NODE ? "" : "B" ) + LevelControl.SELECTED_LEVEL_NAME );

			GameGlobalVariables.Missions.fillWorldsAndLeveles ();

			if ( LevelControl.CURRENT_LEVEL_CLASS == null )
			{
				LevelControl.CURRENT_LEVEL_CLASS = GameGlobalVariables.Missions.WORLDS[0].levels[LevelControl.LEVEL_ID - 1];
				LevelControl.CURRENT_LEVEL_CLASS.requiredElements = new List < GameGlobalVariables.Missions.LevelClass.RequiredElement > ();
				LevelControl.CURRENT_LEVEL_CLASS.requiredElements.Add ( new GameGlobalVariables.Missions.LevelClass.RequiredElement ( GameElements.ICON_RECHARGEOCORES, 1 ));
				XmlDocument levelXml = new XmlDocument ();
				levelXml.LoadXml ( SelectLevel.ALL_LEVELS[LevelControl.LEVEL_ID] );
				
				int numberOfRedirectors = 0;
				int.TryParse ( levelXml.ChildNodes[1].ChildNodes[2].ChildNodes[3].InnerText, out numberOfRedirectors );
				if ( numberOfRedirectors != 0 ) LevelControl.CURRENT_LEVEL_CLASS.requiredElements.Add ( new GameGlobalVariables.Missions.LevelClass.RequiredElement ( GameElements.ICON_REDIRECTORS, numberOfRedirectors ));
			}

			if ( LevelControl.LEVEL_ID < 5 /*4*/ )
			{
				GameGlobalVariables.BLOCK_LAB_ENTERED = true;
			}
			else
			{
				GameGlobalVariables.BLOCK_LAB_ENTERED = false;
			}

			transform.Find ( "FailedScreen" ).gameObject.SetActive ( false );
			if(LevelControl.LEVEL_ID == 1 && LevelControl.CURRENT_LEVEL_CLASS.type == GameGlobalVariables.RESCUE || LevelControl.LEVEL_ID == 2 && LevelControl.CURRENT_LEVEL_CLASS.type == GameGlobalVariables.RESCUE)
			{
				SuccessScreenControl.getInstance ().CustomStart (true,LevelControl.LEVEL_ID);
			}
			else
			{
				SuccessScreenControl.getInstance ().CustomStart ();
			}
		}
		else
		{
			//FlurryAnalytics.Instance ().LogEvent ( "Failed - level " + LevelControl.SELECTED_LEVEL_NAME );
			if ( LevelControl.CURRENT_LEVEL_CLASS != null ) GoogleAnalytics.instance.LogScreen ( "Rescue - Fail - Level " + ( LevelControl.CURRENT_LEVEL_CLASS.type == FLMissionScreenNodeManager.TYPE_REGULAR_NODE ? "" : "B" ) + LevelControl.SELECTED_LEVEL_NAME );

			/*
			if ( GameGlobalVariables.LAB_ENTERED == 0 )
			{
				switch ( LevelControl.LEVEL_ID )
				{
					case 1:
					case 2:
					case 3:
					case 4:
						transform.Find ( "FailedScreen" ).Find ( "buttonRestart" ).gameObject.SetActive ( true );
						transform.Find ( "FailedScreen" ).Find ( "buttonLab" ).gameObject.SetActive ( false );
						break;
				}
			}
			*/

			foreach ( CharacterData character in LevelControl.getInstance ().charactersOnLevel )
			{
				print ("This many");
				if ( character.characterValues[CharacterData.CHARACTER_ACTION_TYPE_POWER] < 1 )
				{
					if ( character.myID ==  GameElements.CHAR_FARADAYDO_1_IDLE ) 
					{
						faraSpine.SetActive(true);
						print ("this happened A");
					}
					if ( character.myID == GameElements.CHAR_CORA_1_IDLE ) 
					{
						print ("this happened B");
						coraSpine.SetActive(true);
					}
					if ( character.myID ==  GameElements.CHAR_MADRA_1_IDLE ) 
					{
						//madraSpine.SetActive(true);
						print ("this happened C");
					}
					if ( character.myID ==  GameElements.CHAR_BOZ_1_IDLE ) 
					{
						bozSpine.SetActive(true);
						print ("this happened D");
					}
				}
			}
			transform.Find ( "SuccessScreen" ).gameObject.SetActive ( false );
			
			_missionStatusText.GetComponent < GameTextControl > ().myKey = SPECIFIC_FAILED_INFO_KEY;
			
			GameGlobalVariables.Stats.NewResources.reset ();
			SoundManager.getInstance ().playSound ( SoundManager.MISSION_FAILED );
			
			//transform.Find ( "FailedScreen" ).Find ( "sign" ).renderer.material.mainTexture = failedSign;
			//transform.Find ( "FailedScreen" ).Find ( "light" ).renderer.material.mainTexture = failedLight;
			
			//transform.Find ( "FailedScreen" ).Find ( "3DText01" ).GetComponent < GameTextControl > ().myKey = SPECIFIC_FAILED_INFO_KEY;
			//transform.Find ( "FailedScreen" ).Find ( "3DText01" ).GetComponent < GameTextControl > ().characterName = CHARACTER_NAME;
			//transform.Find ( "FailedScreen" ).Find ( "3DText01" ).GetComponent < GameTextControl > ().lineLength = 70;
		}
	}
コード例 #28
0
ファイル: ShowGUI.cs プロジェクト: johnsoner94/VirusBuster
 // Use this for initialization
 void Start()
 {
     text = GetComponent <TextMesh> ();                      // Gets the current TextMesh component.
     text.GetComponent <Renderer> ().enabled = false;        // Renders the TextMesh component.
 }
コード例 #29
0
ファイル: Benchmark01.cs プロジェクト: davetheo/Smash3
        IEnumerator Start()
        {



            if (BenchmarkType == 0) // TextMesh Pro Component
            {
                m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
                m_textContainer = GetComponent<TextContainer>();
                m_textContainer.isAutoFitting = true;

                //m_textMeshPro.anchorDampening = true;

                if (TMProFont != null)
                    m_textMeshPro.font = TMProFont;

                //m_textMeshPro.font = Resources.Load("Fonts & Materials/IMPACT SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the IMPACT SDF exists before calling this...           
                //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/IMPACT SDF", typeof(Material)) as Material; // Same as above make sure this material exists.

                m_textMeshPro.fontSize = 48;
                m_textMeshPro.alignment = TextAlignmentOptions.Center;
                //m_textMeshPro.anchor = AnchorPositions.Center;
                m_textMeshPro.extraPadding = true;
                //m_textMeshPro.outlineWidth = 0.25f;
                //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
                //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
                //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
                //m_textMeshPro.enableWordWrapping = true;    
                //m_textMeshPro.lineLength = 60;          
                //m_textMeshPro.characterSpacing = 0.2f;
                //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);

                m_material01 = m_textMeshPro.font.material;
                m_material02 = Resources.Load("Fonts & Materials/ARIAL SDF BEVEL", typeof(Material)) as Material; // Make sure the IMPACT SDF exists before calling this...  


            }
            else if (BenchmarkType == 1) // TextMesh
            {
                m_textMesh = gameObject.AddComponent<TextMesh>();

                if (TextMeshFont != null)
                {
                    m_textMesh.font = TextMeshFont;
                    m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                }
                else
                {
                    m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
                    m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                }

                m_textMesh.fontSize = 48;
                m_textMesh.anchor = TextAnchor.MiddleCenter;

                //m_textMesh.color = new Color32(255, 255, 0, 255);    
            }



            for (int i = 0; i <= 1000000; i++)
            {
                if (BenchmarkType == 0)
                {
                    m_textMeshPro.SetText(label01, i % 1000);
                    if (i % 1000 == 999)
                        m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;



                }
                else if (BenchmarkType == 1)
                    m_textMesh.text = label02 + (i % 1000).ToString();

                yield return null;
            }


            yield return null;
        }
コード例 #30
0
	public bool charOutOfPower ()
	{
		_missionFailText = GameObject.Find( "failText" ).GetComponent < TextMesh > ();
		foreach ( CharacterData character in MNLevelControl.getInstance ().charactersOnLevel )
		{
			if ( character.characterValues[CharacterData.CHARACTER_ACTION_TYPE_POWER] < 1 )
			{
				if(character.myID == GameElements.CHAR_FARADAYDO_1_IDLE)
				{
					_missionFailText.GetComponent < GameTextControl > ().myKey = "ui_sign_mission_failed_faradaydo_deanimated";
					faraSpine.SetActive(true);
		//			faraSpine.GetComponent < CharacterAnimationControl >().playAnimation( CharacterAnimationControl.dea );
				}
				else if(character.myID == GameElements.CHAR_MADRA_1_IDLE)
				{
					_missionFailText.GetComponent < GameTextControl > ().myKey = "ui_sign_mission_failed_madra_deanimated";
					madraSpine.SetActive(true);
		//			madraSpine.GetComponent < CharacterAnimationControl >().playAnimation( CharacterAnimationControl.MADRA_DEACTIVE );
				}
				else if(character.myID == GameElements.CHAR_BOZ_1_IDLE)
				{
					_missionFailText.GetComponent < GameTextControl > ().myKey = "ui_sign_mission_failed_boz_deanimated";
					bozSpine.SetActive(true);
		//			bozSpine.GetComponent < CharacterAnimationControl >().playAnimation( CharacterAnimationControl.BOZ_DEACTIVE );
				}
				else if(character.myID == GameElements.CHAR_CORA_1_IDLE)
				{
					_missionFailText.GetComponent < GameTextControl > ().myKey = "ui_sign_mission_failed_cora_deanimated";
					coraSpine.SetActive(true);
//					coraSpine.GetComponent < CharacterAnimationControl >().playAnimation(CharacterAnimationControl.CORA_DEACTIVE);
				}
				return true;
			}
		}
		
		return false;
	}
コード例 #31
0
    static void FormatText(TextMesh textObj, float desiredWidthOfMesh)
    {
        string[] words = textObj.text.Split(" "[0]);
        string newString = "";
        string testString = "";

        for (int i = 0; i < words.Length; i++)
        {
            testString = testString + words[i] + " ";
            textObj.text = testString;

            Quaternion textRot = textObj.transform.rotation;
            textObj.transform.rotation = Quaternion.identity;
            float textSize = textObj.GetComponent<Renderer>().bounds.size.x;
            textObj.transform.rotation = textRot;

            if (textSize > desiredWidthOfMesh)
            {
                testString = words[i] + " ";
                newString = newString + "\n" + words[i] + " ";
            }
            else
                newString = newString + words[i] + " ";
        }
        textObj.text = newString;
    }
コード例 #32
0
ファイル: Letter.cs プロジェクト: WithanH/WordGame-Real
 void Awake()
 {
     tMesh = GetComponentInChildren<TextMesh>();
     tRend = tMesh.GetComponent<Renderer> ();
     visible = false;
 }