void Update() { // If the shape isn't selected, target alpha will always be 0 (so it will be hidden) float myTargetAlpha = 0.0f; // Otherwise we'll display the shape and animate it if (isSelected && isVisible) { myTargetAlpha = 1.0f; } SpriteBehavior.FadeAlphaToTarget(this.gameObject, 4f, myTargetAlpha); GetComponent <SpriteRenderer>().sprite = spriteShapes[myCurrentSprintShape]; //ChangePaletteShape(); // if(isSelected) // { // myTargetScale = new Vector3(3.0f, 3.0f, 3.0f); // } // else // { // myTargetScale = new Vector3(2.0f, 2.0f, 2.0f); // } // // Vector3 scale = this.gameObject.transform.localScale; // if (scale.x < myTargetScale.x) scale.x += 0.1f; // if (scale.y < myTargetScale.y) scale.y += 0.1f; // if (scale.x > myTargetScale.x) scale.x -= 0.1f; // if (scale.y > myTargetScale.y) scale.y -= 0.1f; // // this.gameObject.transform.localScale = scale; }
void Update() { Renderer render = GetComponent <Renderer>(); if (render != null) { render.enabled = isVisible; } if (!myNetworkManager.IsClientConnected()) { SpriteBehavior.FadeAlphaToTarget(this.gameObject, 1f, 0f); } }
void Update() { float myTargetAlpha = 0.0f; if (isVisible && myNetworkManager.IsClientConnected()) { myTargetAlpha = 1.0f; } myDebounceTimer += Time.deltaTime; if (myDebounceTimer > 60.0f) { myDebounceTimer = 0.0f; } SpriteBehavior.FadeAlphaToTarget(this.gameObject, 1f, myTargetAlpha); }
void Update() { float myTargetAlpha = 0.0f; if (isVisible && myNetworkManager.IsClientConnected()) { myTargetAlpha = 1.0f; } // If the user disconnects, reset to the default color when disconnected... if (isSelectedOnDisconnect && !myNetworkManager.IsClientConnected()) { isSelected = true; DeselectOtherPaletteObjects(); } HandleSelectionChanges(); SpriteBehavior.FadeAlphaToTarget(this.gameObject, 1f, myTargetAlpha); }