void OnDestroy() { // this because on Editor mode any change in sharedMaterial seems to be saved setBackOrigShader(); // remove reference to anim component animComp = null; }
void Start() { // get original CP shape layer so when falling in empty space and die we can later restore to original state layersCP = gameObject.GetComponent <ChipmunkShape>().layers; // get original render queue animComp = GetComponentInChildren <AnimateTiledTexture>(); origShader = animComp.GetComponent <Renderer>().sharedMaterial.shader; }
//------------------------------------------------ void OnGUI() { //Draw Atlas Object Selector GUILayout.Label("Atlas Generation", EditorStyles.boldLabel); atlasDataObject = (GameObject)EditorGUILayout.ObjectField("Atlas Object", atlasDataObject, typeof(GameObject), true); if (atlasDataObject == null) { return; } atlasDataComponent = atlasDataObject.GetComponent <AtlasData>(); // if no has a valid AtlasData component then exit drawing GUI, until the game object be the correct one if (!atlasDataComponent) { return; } AtlasW = atlasDataComponent.AtlasTexture.width; AtlasH = atlasDataComponent.AtlasTexture.height; PopupIndex = EditorGUILayout.Popup(PopupIndex, atlasDataComponent.TextureNames); if (GUILayout.Button("Select Sprite From Atlas")) { // Selection works when at least one gameObject is selected in the hierarchy if (Selection.gameObjects.Length > 0) { foreach (GameObject Obj in Selection.gameObjects) { // if sprite frame size is (0,0) means it is not a game object with sprite animation. Update the mesh uvs if (Vector2.zero.Equals(atlasDataComponent.frameSizePixels[PopupIndex])) { if (Obj.GetComponent <MeshFilter>()) { UpdateMeshUVs(Obj, atlasDataComponent.UVs[PopupIndex]); } } // its a game object with a sprite anim. Update the animation objects accordingly else { // get AnimateTiledTexture component to update some properties for Atlas configuration AnimateTiledTexture anim = Obj.GetComponentInChildren <AnimateTiledTexture>(); // get all AnimateTiledConfig components to update their properties for Atlas configuration AnimateTiledConfig[] configs = Obj.GetComponentsInChildren <AnimateTiledConfig>(); // for the AnimateTiledTexture component set the total number of rows in the atlas according to the sprite frame's height //anim._rowsTotalInSprite = ; // for all the AnimateTiledConfig components set the properties accordingly } } } } }
// Use this for initialization void Start() { samples = new float[qSamples]; spectrum = new float[qSamples]; son = GameObject.Find("SoundLevel").GetComponent<SoundLevel>().GetSound(sound); //particles = gameObject.GetComponent<ParticleSystem>(); animation = gameObject.GetComponent<AnimateTiledTexture>(); }
public void UnRegisterCallback(AnimateTiledTexture.VoidEvent cbFunction) { if (this._enableEvents) { this._voidEventCallbackList.Remove(cbFunction); } else { UnityEngine.Debug.LogWarning("AnimateTiledTexture: You are attempting to un-register a callback but the events of this object are not enabled!"); } }
// Use this for initialization void Start() { animTexture = moveIndicator.GetComponent <AnimateTiledTexture>(); m_PhotonView = GetComponent <PhotonView>(); if (!m_PhotonView.isMine) { Destroy(moveIndicator); Destroy(this); return; } }
public void startAnimation() { #if UNITY_EDITOR wasDying = true; #endif dying = true; // change CP shape's current layer so it doesn't collide with any other shape layersCP = gameObject.GetComponent <ChipmunkShape>().layers; GameObjectTools.setLayerForShapes(gameObject, 0); // set special shader which will render this game object in front of all layers animComp = GetComponentInChildren <AnimateTiledTexture>(); animComp.GetComponent <Renderer>().sharedMaterial.shader = shaderForDie; // execute a little jump as dying animation GetComponent <ChipmunkShape>().body.velocity = Vector2.zero; jump.forceJump(GetComponent <Player>().lightJumpVelocity); }
void Awake() { // not required _animatedCrosshair = GetComponent<AnimateTiledTexture>(); }
void Awake() { // not required _animatedCrosshair = GetComponent <AnimateTiledTexture>(); }
private bool working = false; // handled from the caller, not from the animate tiled object void Awake() { animComp = GetComponent <AnimateTiledTexture>(); }