/// <summary> /// Raises the enable event. /// </summary> private void OnEnable() { myController = (RandomTextureChooser)target; //p_spriteRenderer = serializedObject.FindProperty("spriteRenderer"); p_spritePool = serializedObject.FindProperty("spritePool"); //p_meshRenderer = serializedObject.FindProperty("meshRenderer"); p_meshPool = serializedObject.FindProperty("meshPool"); p_textureLabel = serializedObject.FindProperty("textureLabel"); p_randomFlipX = serializedObject.FindProperty("randomFlipX"); p_randomFlipY = serializedObject.FindProperty("randomFlipY"); p_shuffleOnEnable = serializedObject.FindProperty("shuffleOnEnable"); myController.Initialize(); }
/// <summary> /// Places a new Seed. /// </summary> /// <param name="type">Type.</param> /// <param name="position">Position.</param> public void PlaceASeed(Vector3 position, SpriteRenderer parentSpriteRenderer) { // Disable Cursor StopPlaceSeed(); index = startScreenController.GetCountPlacedSeeds(); if (index >= seedPlaces.Length) { index = 0; Destroy(seedPlaces[index].gameObject); } int seedIndex = Random.Range(0, seedPrefabs.Length); seedPlaces[index] = GameObject.Instantiate(seedPrefabs[seedIndex], position, Quaternion.identity) as GameObject; //new GameObject(string.Format("{0}_{1}", index, type)); seedPlaces[index].transform.parent = flowerContainer; seedPlaces[index].transform.localScale = seedPrefabs[seedIndex].transform.localScale; RandomTextureChooser randomTextureChooser = seedPlaces[index].GetComponent <RandomTextureChooser>(); if (randomTextureChooser != null) { randomTextureChooser.Spawn(-1); } ParticleSystem partSys = seedPlaces[index].GetComponentInChildren <ParticleSystem>(); if (partSys) { partSys.transform.localScale *= 5.0f; } SpriteRenderer newSpriteRenderer = seedPlaces[index].GetComponent <SpriteRenderer>(); newSpriteRenderer.sortingLayerName = parentSpriteRenderer.sortingLayerName; newSpriteRenderer.sortingOrder = -1; startScreenController.AddNewPlant(seedIndex, seedPlaces[index].transform.position, newSpriteRenderer); PlayPlantingMagic(seedPlaces[index].transform.position, parentSpriteRenderer.sortingLayerName); ++index; }
public Sprite GetSeedSpriteByName(string needle) { RandomTextureChooser randomTextureChooser = null; for (int i = 0; i < seedPrefabs.Length; i++) { randomTextureChooser = seedPrefabs[i].GetComponent <RandomTextureChooser>(); if (randomTextureChooser != null) { for (int y = 0; y < randomTextureChooser.spritePool.Length; y++) { if (randomTextureChooser.spritePool[y].name == needle) { return(randomTextureChooser.spritePool[y]); } } } } return(null); }