private void Awake() { _t = GetComponent <Transform>(); _body = GetComponent <Rigidbody2D>(); _effect = GetComponent <AntEffectSpawner>(); _actor = GetComponent <AntActor>(); _actor.Stop(); }
public void Reset(AntEmitter aEmitter) { _sprite = (Preset.actor.useChildActor) ? _particle.GameObject.GetComponentInChildren <SpriteRenderer>() : _particle.GameObject.GetComponent <SpriteRenderer>(); _actor = (Preset.actor.useChildActor) ? _particle.GameObject.GetComponentInChildren <AntActor>() : _particle.GameObject.GetComponent <AntActor>(); _actor.timeScale = Preset.actor.timeScale + AntMath.RandomRangeFloat(Preset.actor.rndToTimeScale); _sprite.flipX = (Preset.actor.rndFlipX) ? (AntMath.RandomRangeInt(0, 1) == 1) : Preset.actor.flipX; _sprite.flipY = (Preset.actor.rndFlipY) ? (AntMath.RandomRangeInt(0, 1) == 1) : Preset.actor.flipY; _actor.reverse = Preset.actor.reverse; _actor.loop = Preset.actor.loop; _actor.loopDelay = Preset.actor.loopDelay + AntMath.RandomRangeFloat(Preset.actor.rndToLoopDelay); if (Preset.actor.playAnimation) { if (Preset.actor.selectRandomFrame) { _actor.PlayRandomFrame(); } else { _actor.GotoAndPlay(Preset.actor.startFrame); } } else { if (Preset.actor.selectRandomFrame) { _actor.GotoAndStop(AntMath.RandomRangeInt(1, _actor.TotalFrames)); } else { _actor.GotoAndStop(Preset.actor.startFrame); } } IsActive = false; // Выкл. обработку компонента. }
public override void OnAwake() { transform.localPosition = spawnPos; gameObject.name = "Effect_" + 1; gameObject.SetActive(true); gameObj = objMgr.Get(data.name); gameObj.transform.SetParent(transform); gameObj.transform.localScale = data.scale; gameObj.transform.localPosition = Vector3.zero; gameObj.SetActive(true); var spriteRender = gameObj.GetComponent <SpriteRenderer>(); spriteRender.sortingOrder = LayerMask.NameToLayer("Effect"); spriteRender.sortingLayerName = "Effect"; antActor = gameObj.GetComponent <AntActor>(); antActor.timeScale = 0.8f; antActor.EventAnimationComplete += OnCompleted; soundMgr.PlaySound("Sounds/" + data.sound); }
private void Awake() { _t = GetComponent <Transform>(); _actor = GetComponent <AntActor>(); _sprite = GetComponent <SpriteRenderer>(); }
private void Awake() { _t = GetComponent <Transform>(); _actor = GetComponent <AntActor>(); _actor.GotoAndStop(1); }
void OnCompleted(AntActor aActor, string aAnimationName) { this.OnDispose(); }
private void Awake() { _t = GetComponent <Transform>(); _actor = GetComponent <AntActor>(); _effect = GetComponent <AntEffectSpawner>(); }
public void Destroy() { _actor = null; _sprite = null; }
private void Awake() { _t = GetComponent <Transform>(); _actor = GetComponent <AntActor>(); }