public void OnStageChangeFixed(ESituationScene situationScene)
    {
        int index = (int)situationScene;

        if (index >= this.materials.Length)
        {
            index = this.materials.Length - 1;
        }
        this.situationScene    = situationScene;
        this.renderer.material = materials [index];
    }
Пример #2
0
 public void OnStageChangeFixed(ESituationScene situationScene)
 {
     this.currentSituationScene = situationScene;
     if ((int)this.currentSituationScene >= (int)this.sceneOfChange)
     {
         this._renderer.enabled = true;
     }
     else
     {
         this._renderer.enabled = false;
     }
 }
Пример #3
0
    public void OnStageChange(EIdStage idStage, ESituationScene situationScene)
    {
        if (this.idStage != idStage)
        {
            return;
        }

        this.currentSituationScene = situationScene;
        if ((int)this.currentSituationScene >= (int)this.sceneOfChange)
        {
            this._renderer.enabled = true;
        }
    }
    public void OnStageChange(EIdStage idStage, ESituationScene situationScene)
    {
        if (this.idStage != idStage)
        {
            return;
        }
        int index = (int)situationScene;

        if (index >= this.materials.Length)
        {
            index = this.materials.Length - 1;
        }
        this.situationScene    = situationScene;
        this.renderer.material = materials [index];
    }
    public void OnStageChange(EIdStage idStage, ESituationScene situationScene)
    {
        if (this.idStage != idStage)
        {
            return;
        }

        this.currentSituationScene = situationScene;
        if ((int)this.currentSituationScene >= (int)this.sceneOfChange)
        {
            for (int i = 0; i < _particleSystems.Length; i++)
            {
                this._particleSystems[i].enableEmission = false;
            }
        }
    }
 public void OnStageChangeFixed(ESituationScene situationScene)
 {
     this.currentSituationScene = situationScene;
     if ((int)this.currentSituationScene >= (int)this.sceneOfChange)
     {
         for (int i = 0; i < _particleSystems.Length; i++)
         {
             this._particleSystems[i].enableEmission = false;
         }
     }
     else
     {
         for (int i = 0; i < _particleSystems.Length; i++)
         {
             this._particleSystems[i].enableEmission = true;
         }
     }
 }
Пример #7
0
 public void OnReset()
 {
     this.currentSituationScene = ESituationScene.DRY_SCENE;
     this._isLoading            = true;
 }
 public void OnReset()
 {
     this.situationScene    = ESituationScene.DRY_SCENE;
     this.renderer.material = materials [(int)situationScene];
 }
 public void Reset()
 {
     RemoveAllPlantations();
     this.isCaterpillarRescued = false;
     this.situationScene       = ESituationScene.DRY_SCENE;
 }