// Use this for initialization void Awake() { posFX = GetComponent<PositionAnimationFX>(); scaleFX = GetComponent<ScaleAnimationFX>(); if(willShake) shakeFX = GetComponent<ShakeAnimationFX>(); clip = GetComponent<SceneClip>(); initialCutscenePos = transform.localPosition; initialScale = transform.localScale; }
/// <summary> /// Start animation still (when in center position) related FXs /// </summary> private void AnimationStill(PositionAnimationFX anim, string what) { if(posFX == anim) { if(willShake) shakeFX.PlayAnimation(); clip.PlaySFX(); clip.PlayCurrentClip(); Invoke ("FinalAnimation", sceneStillDuration); } }
// Use this for initialization void Start() { if (animationObject != null) { positionAnimation = animationObject.GetComponent<PositionAnimationFX>(); scaleAnimation = animationObject.GetComponent<ScaleAnimationFX>(); animationObject.SetActive(false); animationSprite = new UIScaledSprite(); animationSprite.SetComponents(animationObject.GetComponent<UISprite>(), animationObject.GetComponent<UIStretch>()); initialPosition = animationSprite.GetPosition(); initialScale = animationSprite.GetRelativeScale(); } toys = new List<Toy>(Mathf.Max(toysOdd.Count, toysEven.Count)); for (int i = 0; i < toys.Capacity; i++) toys.Add(new Toy()); foreach (UIScaledSprite sprite in toysOdd) { sprite.Initialize(); sprite.Disable(); } foreach (UIScaledSprite sprite in toysEven) { sprite.Initialize(); sprite.Disable(); } activeList = toysOdd; if (GameManager.WasInitialized()) { GameManager.Instance.InitializeLevelCompleteSequence(this); } uiRoot.SetActive(false); Sherlock.Instance.PlaySequenceInstructions(message, null); player.spriteName = ApplicationState.Instance.selectedCharacter + "CircleColor"; Invoke("ShowLevelComplete", message.GetCommulativeDuration() + 0.5f); }