Пример #1
0
    //Set reference
    private void Start()
    {
        creationArea = FindObjectOfType <SpellCreation>();

        playerBody   = GetComponentInParent <VRMovement>();
        camTransform = gameObject.transform.parent.GetComponentInChildren <Camera>().transform;

        if (creationArea != null)
        {
            for (int i = 0; i < 5; i++)
            {
                slotAnimators[i] = creationArea.transform.GetChild(11 + i).GetComponent <Animator>();
                slotInfo[i]      = creationArea.transform.GetChild(1 + i).GetComponent <AttachCrystal>();
            }
        }
    }
Пример #2
0
    //Control the disintegrating shader
    IEnumerator Disintegrate()
    {
        float elapsedTime = 0.0f;

        Renderer renderer = GetComponent <MeshRenderer>();

        while (elapsedTime < burnTime)
        {
            renderer.material.SetFloat("_DisintegrateAmount", elapsedTime / burnTime);

            elapsedTime += Time.deltaTime;

            yield return(new WaitForEndOfFrame());
        }

        if (burnTime == 2.5f)
        {
            SpellCreation table = FindObjectOfType <SpellCreation>();

            table.isCraftCooldown  = false;
            table.isSpellCollected = true;

            if (!Info.IsCurrentlyVR())
            {
                PlayerController player = FindObjectOfType <PlayerController>();

                player.isCraftCooldown  = false;
                player.isSpellCollected = true;
            }
        }

        if (pfx != null)
        {
            Destroy(pfx);
        }

        Destroy(gameObject);
    }
Пример #3
0
 private void Start()
 {
     master = GetComponentInParent <SpellCreation>();
 }
    //Set cursor state and set references
    private void Start()
    {
        PlayerData data = SaveSystem.LoadGame();

        for (int i = 0; i < 8; i++)
        {
            unlockedPictures[i] = true;
        }
        if (data.storyClearData[0])
        {
            unlockedPictures[8] = true;
        }
        if (data.storyClearData[1])
        {
            unlockedPictures[9]  = true;
            unlockedPictures[10] = true;
        }
        if (data.storyClearData[3])
        {
            unlockedPictures[11] = true;
            unlockedPictures[12] = true;
        }
        if (data.storyClearData[5])
        {
            unlockedPictures[13] = true;
            unlockedPictures[14] = true;
        }
        if (data.storyClearData[6])
        {
            unlockedPictures[15] = true;
            unlockedPictures[16] = true;
        }
        if (data.storyClearData[7])
        {
            unlockedPictures[17] = true;
            unlockedPictures[18] = true;
        }
        if (data.storyClearData[8])
        {
            unlockedPictures[19] = true;
        }
        unlockedPictures[20] = true;

        initialY = transform.position.y;

        cameraTransform = transform.GetChild(0);
        table           = FindObjectOfType <SpellCreation>();
        clearButton     = table.GetComponentInChildren <ClearTable>();
        craftCooldown   = table.craftCooldown;

        crystalSlots = table.PCSpellSlots;

        for (int i = 11; i < 16; i++)
        {
            slotAnimators[i - 11] = table.transform.GetChild(i).GetComponent <Animator>();
        }

        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 5; j++)
            {
                storageIcons[i, j] = storageUI[i].transform.GetChild(j).gameObject.GetComponent <Image>();
            }
        }

        animator       = cameraTransform.GetComponentInChildren <Animator>();
        startCastHash  = Animator.StringToHash("startCast");
        throwHash      = Animator.StringToHash("throw");
        chargeHash     = Animator.StringToHash("charge");
        endChargeHash  = Animator.StringToHash("endCharge");
        touchHash      = Animator.StringToHash("touch");
        cancelCastHash = Animator.StringToHash("cancelCast");

        StartCoroutine(WaitUntilRelease());

        StartCoroutine(HandleFade(startFadeDuration, Color.black, new Color(0, 0, 0, 0)));

        //blurCam = new GameObject().AddComponent<Camera>();
        //blurCam.enabled = false;
    }