Пример #1
0
    public static Texture2D generateFor(NPC npc)
    {
        Texture2D ret;

        if (npc.getShowsSpeechBubbles())
        {
            ret = new Texture2D(32, 32);
            Color background = Color.white;
            Color border     = Color.black;

            ColorUtility.TryParseHtmlString(npc.getBubbleBkgColor(), out background);
            ColorUtility.TryParseHtmlString(npc.getBubbleBorderColor(), out background);

            BorderGenerator.Circle(ret, 16, 16, 15, border);
        }
        else
        {
            if (transparent == null)
            {
                transparent = Resources.Load("1x1") as Texture2D;
            }
            ret = transparent;
        }

        return(ret);
    }
 void Awake()
 {
     playerOneController = GameObject.Find("Player").GetComponent <PlayerOneController>();
     for (int i = 0; i < orbits; i++)
     {
         GameObject Orbit = Instantiate(orbit);
         Orbit.name = "Orbit";
         BorderGenerator bg = Orbit.GetComponent <BorderGenerator>();
         outerScale         = scale * scaleMultipler;
         bg.scaling         = outerScale;
         bg.numberOfSpheres = Mathf.FloorToInt(scale * sphereMultiplier);
         scale += 1;
         if (i % 2 == 0)
         {
             bg.rotationSpeedX = rotationSpeed;
         }
         else if (i % 2 != 0)
         {
             bg.rotationSpeedX = -rotationSpeed;
         }
         if (i % 3 == 0)
         {
             bg.rotationSpeedY = rotationSpeed;
         }
         else if (i % 3 != 0)
         {
             bg.rotationSpeedY = -rotationSpeed;
         }
         if (i % 5 == 0)
         {
             bg.rotationSpeedZ = rotationSpeed;
         }
         else if (i % 5 != 0)
         {
             bg.rotationSpeedZ = -rotationSpeed;
         }
         Orbit.transform.parent = transform;
     }
     arenaSize = outerScale;
     playerOneController.UpdateArenaSize(arenaSize);
 }
Пример #3
0
 public void GenerateBorder()
 {
     borderGenerator = new BorderGenerator(terrainModifier, elements, discreteTrack.startFinishLineIndex);
 }