// update the currentEffect // // returns the Cube object for the currentEffect public Cube updateCurrentEffect(Cube.CubeEffect_e desiredCubeEffect) { if (desiredCubeEffect == currentEffect) { return(getCurrentEffect()); } if (invalidEffects.Contains(desiredCubeEffect)) { return(null); } // set current effect to be inactive Cube cubeEffect = getCurrentEffect(); if (cubeEffect != null) { cubeEffect.setActive(false); } // set new effect to be active currentEffect = desiredCubeEffect; cubeEffect = getCurrentEffect(); if (cubeEffect == null) { return(null); } cubeEffect.setActive(true); //print("updateCurrentEffect"); return(cubeEffect); }
public void addEffect(Cube.CubeEffect_e effect) { if (effects.Contains(effect)) { return; } effects.Add(effect); }
public static EffectDefinition getCubeEffectDefinition(Cube.CubeEffect_e effect) { if (EFFECT_DEFS.ContainsKey(effect)) { return(EFFECT_DEFS[effect]); } return(new EffectDefinition()); }
public void setEffect(Cube.CubeEffect_e effect_, bool reverse_) { effect = effect_; reverse = reverse_; EffectDefinition def = Shoot.getCubeEffectDefinition(effect); outlineColor = def.outlineColor; accentColor = def.accentColor; // set color Material mat = GetComponent<Renderer>().material; mat.color = def.outlineColor; // set outline color in shader Renderer rend = GetComponent<Renderer> (); if (rend.material.shader.name.Equals("Outlined/Silhouette Only")) rend.material.SetColor ("_OutlineColor", def.outlineColor); }
private void addGun(Cube.CubeEffect_e effect) { EffectDefinition def = Shoot.getCubeEffectDefinition(effect); GameObject textGO = Instantiate(effectTextPrefab); textGO.transform.SetParent(transform, false); Text text = textGO.GetComponent <Text>(); if (text != null) { text.text = def.text; if (!string.IsNullOrEmpty(def.reverseText)) { text.text += "|" + def.reverseText; } cubeEffectText[effect] = text; } }
public void setEffect(Cube.CubeEffect_e effect_, bool reverse_) { effect = effect_; reverse = reverse_; EffectDefinition def = Shoot.getCubeEffectDefinition(effect); outlineColor = def.outlineColor; accentColor = def.accentColor; // set color Material mat = GetComponent <Renderer>().material; mat.color = def.outlineColor; // set outline color in shader Renderer rend = GetComponent <Renderer> (); if (rend.material.shader.name.Equals("Outlined/Silhouette Only")) { rend.material.SetColor("_OutlineColor", def.outlineColor); } }
// update the currentEffect // // returns the Cube object for the currentEffect public Cube updateCurrentEffect(Cube.CubeEffect_e desiredCubeEffect) { if (desiredCubeEffect == currentEffect) { return getCurrentEffect(); } if (invalidEffects.Contains(desiredCubeEffect)) { return null; } // set current effect to be inactive Cube cubeEffect = getCurrentEffect(); if (cubeEffect != null) { cubeEffect.setActive(false); } // set new effect to be active currentEffect = desiredCubeEffect; cubeEffect = getCurrentEffect(); if (cubeEffect == null) { return null; } cubeEffect.setActive(true); //print("updateCurrentEffect"); return cubeEffect; }