private void Awake() { image = GetComponent <Image>(); spriteScript = transform.parent.GetComponent <CustomisableSprite>(); image.color = defaultState; rect = transform.parent.GetComponent <RectTransform>(); }
public virtual void OnPointerDown() { item = Instantiate(spawnedItem, transform.position, Quaternion.identity, CanvasScript.ItemsNode.transform); item.movingAnchor.OnPointerDown(null); item.movingAnchor.SetSize(spawnedSize); isDragged = true; }
public void MoveDoDie(CustomisableSprite targetRect, Reaction reaction) { var target = new Vector2(Random.Range(targetRect.leftbottom.x + padding, targetRect.righttop.x - padding), Random.Range(targetRect.leftbottom.y + padding, targetRect.righttop.y - padding)); target += new Vector2(0, -0.5f); StartCoroutine(MoveAnimate(target, reaction)); }
public void SpawnCoursors(CustomisableSprite sprite, Coursor.Reaction reaction = Coursor.Reaction.random) { if (sprite == null) { return; } StartCoroutine(Creator(sprite, reaction)); }
private IEnumerator Creator(CustomisableSprite sprite, Coursor.Reaction reaction) { var i = 0; var m = Random.Range(1, TaskManager.instance.tasksDone / 8f); while (i < m) { i++; Instantiate(coursorPrefab, transform) .MoveDoDie(sprite, reaction); yield return(new WaitForSeconds(Random.value)); } }
public static float Intersection(CustomisableSprite item, CustomisableSprite sprite) { var a = item; var b = sprite; var xIntersection = 0f; var yIntersection = 0f; if (a.leftbottom.x > b.leftbottom.x) { var c = a; a = b; b = c; } if (a.righttop.x > b.leftbottom.x) { var lowerVal = (a.leftbottom.x > b.leftbottom.x) ? a.leftbottom.x : b.leftbottom.x; var highterVal = (a.righttop.x > b.righttop.x) ? b.righttop.x : a.righttop.x; xIntersection = highterVal - lowerVal; } else { return(0); } if (a.leftbottom.y > b.leftbottom.y) { var d = a; a = b; b = d; } if (a.righttop.y > b.leftbottom.y) { var lowerVal = (a.leftbottom.y > b.leftbottom.y) ? a.leftbottom.y : b.leftbottom.y; var highterVal = (a.righttop.y > b.righttop.y) ? b.righttop.y : a.righttop.y; yIntersection = highterVal - lowerVal; } return(xIntersection * yIntersection); }