예제 #1
0
    ManipulatorObjectC manipulator;                             // Cached manipulator

    void Start()
    {
        // Get the manipulator from the particle system
        manipulator = PlaygroundC.GetManipulator(manipulatorNumber, particles);

        // Set all protected particles within specified ranges from protectedParticles
        SetProtectedParticles();
    }
예제 #2
0
//	private float m_Multiplier;

    public void Awake()
    {
        m_Sprite               = transform.GetComponentInChildren <SpriteRenderer>();
        m_LineRenderer         = transform.GetComponentInChildren <LineRenderer>();
        m_Particles            = transform.GetComponentInChildren <PlaygroundParticlesC>();
        m_ManipulatorTransform = m_Particles.transform.FindChild("Manipulator");

        m_ManipulatorObstruction = PlaygroundC.GetManipulator(0, m_Particles);
        m_ManipulatorColor       = PlaygroundC.GetManipulator(1, m_Particles);
    }
    ManipulatorObjectC manipulator;                     // Cached version of maipulator

    void Start()
    {
        // Set Cache
        if (localManipulator)
        {
            manipulator = PlaygroundC.GetManipulator(manipulatorNumber, particles);
        }
        else
        {
            manipulator = PlaygroundC.GetManipulator(manipulatorNumber);
        }
    }
예제 #4
0
    public virtual void Awake()
    {
        m_PigmentCircle        = transform.FindChild("Pigment Circle").GetComponent <SpriteRenderer>();
        m_PigmentRing          = transform.FindChild("Pigment Ring").GetComponent <SpriteRenderer>();
        m_CromaticRing         = transform.FindChild("Cromatic Ring").GetComponent <SpriteRenderer>();
        m_Raycast              = transform.FindChild("Raycast");
        m_Particles            = m_Raycast.GetComponentInChildren <PlaygroundParticlesC>();
        m_ManipulatorTransform = m_Particles.transform.FindChild("Manipulator");
        m_LineRenderer         = m_Raycast.GetComponentInChildren <LineRenderer>();
        m_Output = m_Raycast.GetComponentInChildren <SpriteRenderer>();

        m_ManipulatorObstruction = PlaygroundC.GetManipulator(0, m_Particles);
        m_ManipulatorColor       = PlaygroundC.GetManipulator(1, m_Particles);

        m_ParticleRing = GetComponentInChildren <ParticleSystem>();
        m_SoundSource  = GetComponent <AudioSource>();
    }
예제 #5
0
    void OnEnable()
    {
        if (_manipulator == null)
        {
            _manipulator = PlaygroundC.GetManipulator(manipulatorIndex, particles);
        }

        // Sanity check
        _targetPosition = target.position;
        _manipulator.particleEventEnter -= Teleport;

        // Enable the Manipulator
        _manipulator.enabled = true;

        // Assign to the event delegate of when a particle is entering the Manipulator
        _manipulator.particleEventEnter += Teleport;
    }
예제 #6
0
    void Start()
    {
        // Mouse cursor not wanted
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
        Screen.showCursor = false;
#else
        Cursor.visible = false;
#endif


        // Make sure particle systems are inactive
        foreach (PlaygroundFxCycleItem p in particleFx)
        {
            p.particles.emit = false;
            p.particles.particleSystemGameObject.SetActive(false);
        }

        // Set initial skybox values
        skyboxColorOnLoad = RenderSettings.skybox.GetColor("_Tint");
        RenderSettings.skybox.SetColor("_Tint", Color.black);

        // Cache up!
        cam                          = Camera.main;
        camTransform                 = cam.transform;
        camFov                       = cam.fieldOfView;
        repellentManipulator         = PlaygroundC.GetManipulator(0);
        repellentManipulator.enabled = false;
        particleBlastClips           = particleBlastSound.GetComponent <SoundFxArray>().sounds;

        // Set initial camera values
        camPivot.position    = camSpline.GetPoint(0f);
        camRotation.rotation = Quaternion.LookRotation(-camRotation.position);

        // Run the intro
        StartCoroutine(FadeIn());

        // Get started right away if no user interaction is required
        if (isSelfRunning)
        {
            pressSpaceText.SetActive(false);
            StartCoroutine(Selfrunning());
        }
    }
예제 #7
0
    int pickups = 0;                            // As an example count the amount of pickups made

    void Start()
    {
        // Cache the Local Manipulator
        manipulator = PlaygroundC.GetManipulator(manipulatorIndex, particles);

        // Note that you can set the Manipulator to Type: None in case you have no intention to also modify the particles behavior
        // manipulator.type = MANIPULATORTYPEC.None;

        // Make sure we're tracking particles
        manipulator.trackParticles = true;

        // Make sure we're sending enter events
        manipulator.sendEventEnter = true;

        // Make sure we're using the fastest tracking method
        manipulator.trackingMethod = TrackingMethod.ManipulatorId;

        // Assign your function to the event delegate
        manipulator.particleEventEnter += OnManipulatorEnter;
    }
예제 #8
0
    public void Awake()
    {
        switch (type)
        {
        case PipeType.Entry:
//			m_Particles = GetComponentInChildren<PlaygroundParticlesC>();
            theSprite.color = new Color(0, 0, 0, 0);
            break;

        case PipeType.Exit:
            m_Raycast              = transform.FindChild("Raycast");
            m_LineRenderer         = m_Raycast.GetComponentInChildren <LineRenderer>();
            m_Particles            = GetComponentInChildren <PlaygroundParticlesC>();
            m_ManipulatorTransform = m_Particles.transform.FindChild("Manipulator");

            m_ManipulatorObstruction = PlaygroundC.GetManipulator(0, m_Particles);
            m_ManipulatorColor       = PlaygroundC.GetManipulator(1, m_Particles);
            break;
        }
    }
예제 #9
0
    public void Awake()
    {
        m_RaycastLeft  = transform.FindChild("RaycastLeft");
        m_RaycastRight = transform.FindChild("RaycastRight");

        m_LineRendererLeft  = m_RaycastLeft.GetComponentInChildren <LineRenderer>();
        m_LineRendererRight = m_RaycastRight.GetComponentInChildren <LineRenderer>();

        m_ParticleLeft  = m_RaycastLeft.GetComponentInChildren <PlaygroundParticlesC>();
        m_ParticleRight = m_RaycastRight.GetComponentInChildren <PlaygroundParticlesC>();

        m_ManipulatorLeft  = m_ParticleLeft.transform.FindChild("Manipulator");
        m_ManipulatorRight = m_ParticleRight.transform.FindChild("Manipulator");

        m_ManipulatorObstuctionLeft  = PlaygroundC.GetManipulator(0, m_ParticleLeft);
        m_ManipulatorObstuctionRight = PlaygroundC.GetManipulator(0, m_ParticleRight);

        m_ManipulatorColorLeft  = PlaygroundC.GetManipulator(1, m_ParticleLeft);
        m_ManipulatorColorRight = PlaygroundC.GetManipulator(1, m_ParticleRight);
    }
    int highestPop;                                                     // Keep track of highest pop

    void Start()
    {
        // Cache the manipulator of bubbleParticles (at list position 0)
        manipulator = PlaygroundC.GetManipulator(0, bubbleParticles);

        // Cache the manipulator transform, this looks a bit awkward at first, however the transform of a
        // manipulator is a thread-safe wrapper class which has a variable containing the Transform component.
        // In this example scene manipulatorTransform = transform; is the same.
        manipulatorTransform = manipulator.transform.transform;

        // Hook up functions to the Event Delegates on the manipulator
        manipulator.particleEventEnter     += OnManipulatorEnter;
        manipulator.particleEventExit      += OnManipulatorExit;
        manipulator.particleEventBirth     += OnManipulatorBirth;
        manipulator.particleEventDeath     += OnManipulatorDeath;
        manipulator.particleEventCollision += OnManipulatorCollision;

        mainCamera   = Camera.main;
        popTextColor = popText.color;
        InvokeRepeating("UpdateGUI", 0, guiUpdateTime);
    }
예제 #11
0
 void Start()
 {
     globalManipulator = PlaygroundC.GetManipulator(0);
 }
 // Use this for initialization
 void Start()
 {
     manipulator = PlaygroundC.GetManipulator(0, GetComponent <PlaygroundParticlesC>());
 }