/// <summary> /// Load the skill data from the serialized object and /// reapply the loaded data to the active player's renderer. /// </summary> /// <param name="serializedObj">object with the player's visual's saved data</param> public override void Load(object serializedObj) { // Cast the data PlayerScaleVisualsSaveData data = serializedObj as PlayerScaleVisualsSaveData; // Change the shape of the player ShapeData.ShapeType shapeType = data.GetShapeType(); blendTransitioner.ChangeShapeInstant(shapeType); // Change the color of the player Color color = data.GetColor(); meshRenderer.material = new Material(meshRenderer.material); meshRenderer.material.color = color; }
/// <summary>Shows the cannot fit visual at the given position as the given size and shape.</summary> /// <param name="pos">Position to move the cannot fit visual to.</param> /// <param name="size">Shape size to set.</param> /// <param name="rotation">Rotation of the shape.</param> /// <param name="shapeType">ShapeType to set the cannot fit visual to.</param> public void Activate(Vector3 pos, Vector3 size, float rotation, ShapeData.ShapeType shapeType) { // Move to the player's position. transform.position = pos; // Rotate the shape Vector3 angles = transform.eulerAngles; angles.z = rotation; transform.eulerAngles = angles; // Make it fit the size and shape the player attempted to change to. scaleCont.ShapeScale = size; blendTrans.ChangeShapeInstant(shapeType); StartFadeOutCoroutine(); }