// Bubble text from head of our character
    public void BubbleUpEffect(string text, Color color, Vector3 source, float size_factor)
    {
        if (!_BubbleEffectEnabled)
        {
            return;
        }
        Transform t = FindFirstUnusedSlot(AnimationPlayer.BubbleType.BitmapFont);

        t.position = source;
        t.gameObject.SetActive(true);

        AnimationPlayer ap = t.gameObject.GetComponent <AnimationPlayer>();

        ap.eventReceiver = gameObject;

        BubbleEffect be    = t.gameObject.GetComponent <BubbleEffect>();
        UILabel      label = be._text;

        label.text  = text;
        label.color = color;
        label.transform.localScale = new Vector3(_baseScale, _baseScale, 1.0f) * size_factor;

        AnimationPlayer player = t.GetComponent <AnimationPlayer>();

        player.Play();


        TweenAlpha alpha = t.gameObject.GetComponentInChildren <TweenAlpha>();

        alpha.enabled = true;
        alpha.Reset();
    }
    // Create text use dynamic
    public void BubbleUpDynamicFont(string text, string text2, Vector3 source, bool symbol)
    {
        if (!_BubbleEffectEnabled)
        {
            return;
        }
        Transform t = FindFirstUnusedSlot(AnimationPlayer.BubbleType.DynamicFont);

        t.position = source;
        t.gameObject.SetActive(true);

        BubbleEffect be    = t.gameObject.GetComponent <BubbleEffect>();
        UILabel      label = be._text;

        label.text     = text;
        be._text2.text = text2;

        be._sprite.SetActive(symbol);

        TweenAlpha alpha = t.gameObject.GetComponentInChildren <TweenAlpha>();

        alpha.enabled = true;
        alpha.Reset();

        AnimationPlayer player = t.gameObject.GetComponent <AnimationPlayer>();

        player.eventReceiver    = gameObject;
        player.callWhenFinished = "OnFinishBubble";
        player.Play();
    }
Exemplo n.º 3
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    public void CreateBubbleEffect()
    {
        for (int i = 0; i < bubbleEffectMaxCount; i++)
        {
            BubbleEffect bubble = Instantiate(bubblePrefab, parent);

            bubble.gameObject.SetActive(false);

            bubbleEffectList.Add(bubble);
        }
    }
Exemplo n.º 4
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    public void SetBubbleEffect(Vector2 _pos, Vector2 _scale, int _sortOrder, Color _color)
    {
        if (bubbleEffectList.Count < bubbleEffectMaxCount)
        {
            BubbleEffect bubble = Instantiate(bubblePrefab, parent);

            bubble.SetBubbleEffect(_pos, _scale, _sortOrder, _color);

            bubbleEffectList.Add(bubble);
        }
        else
        {
            activeBubbleNum = activeBubbleNum + 1;

            if (activeBubbleNum >= bubbleEffectList.Count)
            {
                activeBubbleNum = 0;
            }

            bubbleEffectList[activeBubbleNum].gameObject.SetActive(true);
            bubbleEffectList[activeBubbleNum].SetBubbleEffect(_pos, _scale, _sortOrder, _color);
        }
    }