void Start()
        {
            tm = GetComponent <TextMesh>();
            if (tickerText == null || tm == null)
            {
                DestroyImmediate(this);
            }

            tickerBand  = WMSK.instance.GetComponent <WMSK_Ticker>().tickerBands[tickerText.tickerLine];
            scrollSpeed = tickerBand.scrollSpeed;

            Transform t = transform.Find("shadow");

            if (t != null)
            {
                tmShadow = t.GetComponent <TextMesh>();
            }
            map       = WMSK.GetInstance(transform);
            startTime = map.time;
            fadeIn    = tickerText.fadeDuration > 0;
            fadeOut   = tickerText.fadeDuration > 0 && tickerText.duration > 0 && tickerBand.scrollSpeed == 0;
            if (fadeOut)
            {
                fadeOutTime = tickerText.duration - tickerText.fadeDuration;
            }
            alpha = tm.color.a;
            if (tmShadow != null)
            {
                alphaShadow = tmShadow.color.a;
            }
            blinkingCount   = 0;
            blinkingLapTime = startTime;
            blinking        = tickerText.blinkInterval > 0;
            Update();
        }
Пример #2
0
 void Start()
 {
     oldMaterial = GetComponent <Renderer> ().sharedMaterial;
     GenerateMaterial();
     map       = WMSK.GetInstance(transform);
     startTime = map.time;
     lapTime   = startTime - speed;
 }
Пример #3
0
 void Start()
 {
     GenerateMaterial();
     map = WMSK.GetInstance(transform);
     highlightFadeStart = map.time;
     if (fadeEntity != null)
     {
         fadeEntity.isFading = true;
     }
     Update();
 }
Пример #4
0
 void Start()
 {
     map           = WMSK.GetInstance(transform);
     startTime     = map.time;
     lapTime       = startTime - speed;
     startingScale = transform.localScale;
     if (stopBlinkAfter <= 0)
     {
         stopBlinkAfter = float.MaxValue;
     }
 }
Пример #5
0
        public static void Animate(FADER_STYLE style, IFader fadeEntity, Renderer renderer, Color initialColor, Color color, float duration)
        {
            SurfaceFader fader = renderer.GetComponent <SurfaceFader> ();

            if (fader == null)
            {
                fader = renderer.gameObject.AddComponent <SurfaceFader>();
                fader.fadeMaterial           = Instantiate(renderer.sharedMaterial);
                fader.fadeMaterial.hideFlags = HideFlags.DontSave;
                renderer.sharedMaterial      = fader.fadeMaterial;
            }
            fader.duration           = duration + 0.0001f;
            fader.color              = color;
            fader.style              = style;
            fader._renderer          = renderer;
            fader.fadeEntity         = fadeEntity;
            fadeEntity.isFading      = true;
            fader.initialColor       = initialColor;
            fader.map                = WMSK.GetInstance(renderer.transform);
            fader.highlightFadeStart = fader.map.time;
            fader.Update();
        }