public static FadeMaterial Do(Material material, EZAnimation.ANIM_MODE mode, Color dest, EZAnimation.Interpolator interp, float dur, float delay, EZAnimation.CompletionDelegate startDel, EZAnimation.CompletionDelegate del) { FadeMaterial fadeMaterial = (FadeMaterial)EZAnimator.instance.GetAnimation(EZAnimation.ANIM_TYPE.FadeMaterial); fadeMaterial.Start(material, mode, dest, interp, dur, delay, startDel, del); return(fadeMaterial); }
private void RegisterFadeMaterials() { Renderer[] rendererChildren = sceneGameObject.GetComponentsInChildren <Renderer>(); foreach (Renderer renderer in rendererChildren) { FadeMaterial fadeMaterial = null; switch (propertyType) { case MaterialPropertyType.Float: fadeMaterial = new FloatFadeMaterial(renderer, propertyNameID); break; case MaterialPropertyType.Color: fadeMaterial = new ColorFadeMaterial(renderer, propertyNameID); break; } if (fadeMaterial.IsValid()) { fadeMaterials.Add(fadeMaterial); } } }
public static void ChangeState(bool opaque, GameObject target, string action) { if (_fadeMaterial == null) { if ((_fadeMaterial = GameObject.FindObjectOfType(typeof(FadeMaterial)) as FadeMaterial) == null) { Debug.LogError("Fade not found : add FadeMaterial.prefab in your hierarchy"); return; } } _fadeMaterial.action = action; _fadeMaterial.target = target; _fadeMaterial.opaque = opaque; _fadeMaterial.fireEvent = (target != null && action != ""); }
IEnumerator destroyCoroutine() { foreach (GameObject particle in particles) { FadeMaterial fader = particle.GetComponent <FadeMaterial>(); if (fader != null) { fader.FadeOut(); } } yield return(new WaitForSeconds(1)); foreach (GameObject particle in particles) { Destroy(particle); } particles = new List <GameObject>(); }
// Use this for initialization void Start() { foreach (var trigger in EntryTriggers) { trigger.SetRoofTrigger(this); } foreach (var currentFadeObject in ObjectsToFade) { if (currentFadeObject.renderer != null) { Material material = currentFadeObject.renderer.material; if (material != null) { FadeMaterial newFadeMaterial = new FadeMaterial(); newFadeMaterial.material = material; newFadeMaterial.initialAlpha = material.color.a; m_materialsToFade.Add(newFadeMaterial); } } } }
IEnumerator displayCoroutine(int protons, int electrons, int neutrons) { if (particles.Count > 0) { foreach (GameObject particle in particles) { FadeMaterial fader = particle.GetComponent <FadeMaterial>(); if (fader != null) { fader.FadeOut(); } } yield return(new WaitForSeconds(1)); foreach (GameObject particle in particles) { Destroy(particle); } } this.protons = protons; this.electrons = electrons; this.neutrons = neutrons; this.CreateAtom(); }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } if (city != null) { if (Input.GetKeyDown(KeyCode.M)) { foreach (Transform t in city.transform) { FadeMaterial fader = t.GetComponent <FadeMaterial>(); if (fader.house) { fader.toggleFade(); } } } if (Input.GetKeyDown(KeyCode.G)) { foreach (Transform t in city.transform) { FadeMaterial fader = t.GetComponent <FadeMaterial>(); if (!fader.house) { fader.toggleFade(); } } } if (Input.GetKeyDown(KeyCode.P)) { foreach (Transform t in city.transform) { SelectProfile profile = t.GetComponent <SelectProfile>(); if (profile != null) { profile.toggleAlwaysShown(); } } Color c = new Color(RenderSettings.ambientLight.r, RenderSettings.ambientLight.g, RenderSettings.ambientLight.b + .1f); RenderSettings.ambientLight = c; } if (Input.GetKeyDown(KeyCode.C)) { foreach (Canvas c in FindObjectsOfType <Canvas>()) { if (c.name.StartsWith("Can")) { c.enabled = !c.enabled; } } } } }
void Awake() { fade = this; }
void Start() { cameraScript = Camera.main.GetComponent<ThirdPersonCameraScript>(); image = UIImage.GetComponent<Image>(); infectionScript = GetComponent<TowerInfectionScript>(); materialScript = GetComponent<FadeMaterial>(); sfxSource = gameObject.AddComponent<AudioSource>(); chargeSource = gameObject.AddComponent<AudioSource>(); musicSource = GameObject.FindGameObjectWithTag("MusicController").GetComponent<AudioSource>(); m_originalLightValue = ChannellingLight.intensity; }
public float loadCity(string path) { this.cityPath = path; GameObject city = new GameObject("City"); this.city = city; GetComponent <KeyBoardInput>().setCity(city); // Create and set parent File.ReadAllText(path); GameObject[] houses = ObjReader.use.ConvertFile(path, false, material, transparent); foreach (GameObject house in houses) { house.transform.SetParent(city.transform); } // Compute Scale float minX, maxX, minZ, maxZ, minY, maxY; minX = 0; maxX = 0; minY = 0; maxY = 0; minZ = 0; maxZ = 0; foreach (GameObject house in houses) { Mesh mesh = house.GetComponent <MeshFilter>().mesh; float mx = (mesh.bounds.center - mesh.bounds.extents).x; float Mx = (mesh.bounds.center + mesh.bounds.extents).x; float my = (mesh.bounds.center - mesh.bounds.extents).y; float My = (mesh.bounds.center + mesh.bounds.extents).y; float mz = (mesh.bounds.center - mesh.bounds.extents).z; float Mz = (mesh.bounds.center + mesh.bounds.extents).z; if (mx < minX) { minX = mx; } if (Mx > maxX) { maxX = Mx; } if (my < minY) { minY = my; } if (My > maxY) { maxY = My; } if (mz < minZ) { minZ = mz; } if (Mz > maxZ) { maxZ = Mz; } } // Move gravity point to center foreach (GameObject house in houses) { Mesh mesh = house.GetComponent <MeshFilter>().mesh; Vector3 center = mesh.bounds.center; // Move vertices accordingly List <Vector3> newVertices = new List <Vector3>(); foreach (Vector3 vertex in mesh.vertices) { newVertices.Add(vertex - (center - house.transform.position)); } house.transform.position = center; mesh.vertices = newVertices.ToArray(); mesh.RecalculateBounds(); } // Add house components for (int i = 0; i < houses.Length; i++) { GameObject house = houses[i]; house.AddComponent <SelectProfile>(); BoxCollider collider = house.AddComponent <BoxCollider>(); collider.center = Vector3.zero; HouseIdentity identity = house.AddComponent <HouseIdentity>(); identity.id = i; FadeMaterial fader = house.AddComponent <FadeMaterial>(); fader.original = transparent; fader.fade = material; fader.house = true; } TreeBuilder treeBuilder = new TreeBuilder(city); treeBuilder.buildNearestTree(); wireGOs = treeBuilder.createWires(wirePrefab, sparkPrefab); return(Mathf.Max(Math.Abs(minX), maxX, Math.Abs(minY), maxY, Math.Abs(minZ), maxZ)); }