상속: MonoBehaviour
예제 #1
0
        private bool overed = false;                    //被っているか

        #region Update

        private void Awake()
        {
            mf = GetComponent <MeshFilter>();
            mc = GetComponent <MeshCollider>();
            lerpPolygonColor = new LerpColor(polygonColor, polygonColor);
            lerpOutlineColor = new LerpColor(normalOutlineColor, normalOutlineColor);
        }
예제 #2
0
    protected void Start()
    {
        AddItemClickListener(ItemClicked);

        UIText    introText = GetItem <UIText>("LblIntro");
        LerpColor lerpColor = introText.GetComponent <LerpColor>();

        lerpColor.PlayIn();
    }
예제 #3
0
    private const float SET_MESH_EPSILON = 0.1f;        //小さすぎるメッシュを設定しないため

    #region UnityEvent

    private void Awake()
    {
        mf = GetComponent <MeshFilter>();
        mc = GetComponent <MeshCollider>();

        lerpColor = new LerpColor();
        lerpColor.SetValues(normalColor, normalColor);

        if (lerpSprite)
        {
            lerpSprite.transform.localScale = Vector3.zero;
        }
    }
예제 #4
0
        public void Initialize()
        {
            mf = GetComponent <MeshFilter>();
            mc = GetComponent <MeshCollider>();

            circle = new CircleFragment();

            lerpColor = new LerpColor();

            if (lerpSprite)
            {
                lerpSprite.transform.localScale = Vector3.zero;
            }
        }
예제 #5
0
 public static Interpolator Reverse(LerpColor data, string lerpName = "Unnamed")
 {
     data.SetValues();
     return(Start(data, lerpName, true));
 }
예제 #6
0
 private void Start()
 {
     lerp = GameObject.Find("BG").GetComponent <LerpColor>();
 }