void OnTriggerExit(Collider collider) { script.ButtonTurnsOff(); if (mainc.gameObject.GetComponent <switchscript>().script == 2) { mainc.gameObject.GetComponent <ray> ().enabled = false; } iTween.MoveTo(menu, iTween.Hash("x", -250, "time", .5, "delay", .2)); iTween.MoveTo(menulist, iTween.Hash("z", 72.8, "time", .5, "delay", .2)); }
void OnTriggerExit() { script.ButtonTurnsOff(); mark = i++ % 3; Debug.Log(mark + 1); switch (mark + 1) { case 1: if (script_mark == 1) { // iTween.MoveFrom (view1, iTween.Hash ("x", -300, "time", 0.5, "delay", 0.5)); script_mark++; } else { iTween.MoveTo(view3, iTween.Hash("x", -300, "time", 0.8, "delay", 0.5f)); iTween.MoveTo(view1, iTween.Hash("x", 2.2, "time", 0.8, "delay", 0.5)); script_mark++; } break; case 2: if (script_mark == 2) { iTween.MoveTo(view1, iTween.Hash("x", -300, "time", 0.8, "delay", 0.5f)); script_mark++; } else { iTween.MoveTo(view1, iTween.Hash("x", -300, "time", 0.8, "delay", 0.5f)); iTween.MoveTo(view2, iTween.Hash("x", 7.5, "time", 0.8, "delay", 0.5)); script_mark++; } break; case 3: if (script_mark == 3) { iTween.MoveTo(view2, iTween.Hash("x", -300, "time", 0.8, "delay", 0.5f)); script_mark++; } else { iTween.MoveTo(view2, iTween.Hash("x", -300, "time", 0.8, "delay", 0.5f)); iTween.MoveTo(view3, iTween.Hash("x", 6.5, "time", 0.8, "delay", 0.5)); script_mark++; } break; default: break; } }
void OnTriggerExit(Collider collider) { colormenu.transform.position = new Vector3(0, 60, 60); script.ButtonTurnsOff(); if (mainc.gameObject.GetComponent <switchscript>().script == 2) { mainc.gameObject.GetComponent <ray> ().enabled = false; } iTween.MoveTo(menu, iTween.Hash("x", -250, "time", .5, "delay", .2)); iTween.MoveFrom(colormenu, iTween.Hash("x", 250, "time", 0.5, "delay", 0.2)); }
void OnTriggerExit(Collider collider) { mask = camera1.gameObject.GetComponent <hand_script2> ().main_son; mask.gameObject.GetComponent <Renderer> ().material.color = menu.gameObject.GetComponent <RGB> ().rgb; script.ButtonTurnsOff(); Debug.Log("apply"); // //颜色应用方法 }
void OnTriggerExit(Collider collider) { toggle.ButtonTurnsOff(); effect.gameObject.GetComponent <ParticleRenderer> ().enabled = false; }