public void Init(RunSignal runSignal, Settings.SignalDataMultipleContent content, Color fieldColor) { Color barColor = fieldColor; barColor.a = 0.2f; bar.color = barColor; bgColor = bg.color; this.fieldColor = fieldColor; speed = Data.Instance.settings.multiplechoiceSpeed; this.runSignal = runSignal; this.content = content; field.text = content.text; transform.localEulerAngles = Vector3.zero; transform.localPosition = Vector3.zero; transform.localScale = Vector3.one; value = initialValue; alphaValue = 1; bgColor.a = 1; bg.color = bgColor; field.color = Color.white; }
bool IsNear(RunSignal rSignal) { if ((camTransform.position.z + 4 > rSignal.transform.position.z) && (camTransform.position.z < rSignal.transform.position.z)) { return(true); } return(false); }
RunSignal Add() { RunSignal rs = Instantiate(runSignal_to_add); all.Add(rs); rs.transform.SetParent(container); rs.transform.localScale = Vector3.one; rs.transform.localPosition = Vector3.zero; return(rs); }
void SetActiveDisparador(RunSignal rs) { Data.Instance.settings.SetInDisparador(rs.data.disparador_id); timeInRama = 0; signalID = 0; state = states.DISPARADOR; disparadorID = rs.data.id; if (themeID < 2) { Events.PlaySound("music", "theme1", true); } else { Events.PlaySound("music", "theme2", true); } themeID++; Events.ChangeVolume("music", 0); Events.FadeVolume("music", 1, 7); SetNewSignals(); }
void RemoveSignal(RunSignal rs) { all.Remove(rs); rs.SetOff(); // Destroy(rs.gameObject); }
public void OnUpdate(float distance) { this.distance = distance; CheckAllSignalsState(); if (state != states.NONE) { timeInRama += Time.deltaTime / Game.Instance.time_to_get_dark; darkValue = timeInRama; } else { darkValue -= Time.deltaTime * Game.Instance.speed_to_lights; } Game.Instance.SetDarknessValue(darkValue); if (actualSignal == null) { return; } if (state == states.WAITING) { return; } Vector3 pos; if (state == states.DISPARADOR && actualSignal.isDisparador) { return; } float distanceToAppear; if (state == states.NONE) { distanceToAppear = distance + viewDistance; } else { distanceToAppear = distance + 5; } if (distanceToAppear > nextDistance) { //last_z += actualSignal.distance; RunSignal signal = Add(); pos = signal.transform.position; pos.x = actualSignal.pos_x; pos.z = nextDistance; pos.y = 1; signal.transform.position = pos; // if (!actualSignal.isDisparador) // posY++; signal.Init(this, actualSignal); signalID++; if (actualSignal.multiplechoice != null && actualSignal.multiplechoice.Length > 0) { state = states.WAITING; } SetNextSignal(); } }