public void PlayInstrument() { var controller = GetComponentInParent <BeatController>(); if (!controller.onBeat() || lastHit == controller.hit_count || dead) { return; } lastHit = controller.hit_count; audioSource.mute = false; spriteSwapper = GetComponent <SpriteSwapper>(); GetComponent <SpriteSwapper>().isPlaying = true; GameObject obj = Resources.Load <GameObject>("InstrumentEffect"); //obj = Instantiate(obj, transform.position, Quaternion.identity); obj = Instantiate(obj, transform); obj.transform.localPosition = Vector3.zero; InstrumentEffect instrumentEffect = obj.AddComponent <InstrumentEffect>(); instrumentEffect.SetSize(3f); // TODO: Change size based on something instrumentEffect.owner = this; instrumentEffect.counteredEnemy = counteredEnemy; instrumentEffect.SetColor(instrumentColor); Debug.Log(instrumentEffect.GetComponent <SpriteRenderer>().color); }
static public int SwapSprite(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif SpriteSwapper self = (SpriteSwapper)checkSelf(l); self.SwapSprite(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
void Start() { swapper = GetComponentInChildren <SpriteSwapper>(); tr = transform; rb = GetComponent <Rigidbody2D>(); timeToDrop = Random.Range(dropInterval * 0.5f, dropInterval * 1.5f); NextDecision(); }
private void Start() { m_spriteSwapper = GetComponent <SpriteSwapper>(); m_on = PlayerPrefs.GetInt("music_on") == 1; if (!m_on) { m_spriteSwapper.SwapSprite(); } }
private void Start() { this.gameController = GameObject.FindWithTag("GameController").GetComponent <GameController>(); this.gameController.OnCheckpointChanged += this.LevelCheckpointChanged; this.audioSource = this.GetComponent <AudioSource>(); this.swapper = this.GetComponent <SpriteSwapper>(); this.GetComponent <Collider2D>().isTrigger = true; }
public override void OnInspectorGUI() { serializedObject.Update(); SpriteSwapper spriteSwapper = (SpriteSwapper)target; MultiObjectEditorGUI.ObjectField(serializedObject, "HighlightedSprite", "Highlighted Sprite", typeof(Sprite), true); MultiObjectEditorGUI.ObjectField(serializedObject, "PressedSprite", "Pressed Sprite", typeof(Sprite), true); MultiObjectEditorGUI.ObjectField(serializedObject, "DisabledSprite", "Disabled Sprite", typeof(Sprite), true); serializedObject.ApplyModifiedProperties(); }
// Update is called once per frame void Update() { Debug.Log("EXEC"); Debug.Log(execution_rotation); //Debug.Log(Quaternion.AngleAxis(-90, Vector3.up).y); //Debug.Log(transform.rotation.y); if (check && transform.rotation.y < Quaternion.AngleAxis(-90, Vector3.up).y) //We are checking the Y-componet of rotation { //IMPORTANT: According to rspeed, if too fast, it will not activate the IF statement and will fail //to swap the sprite. A good value for rspeed is 1 and below since it runs throught most rotation values //but there are still instances where it fails. //To fix this, we will add an additional check that checks if the sprite is the same or not after certain point //Ensuring this IF executes only once //When we have rotated to the point you can only see the edge of the card //then we swap the sprites SpriteSwapper myInstance = gameObject.GetComponent <SpriteSwapper>(); //Make instance of attached script myInstance.SwapSprite(); //Call function belonging to script Debug.Log("SWAPPED MADE ONCE ONLY"); //Hmmm if we want this to happen only once, why dont we just destroy this script? //So that the if is not being checked everything during the update! HUH! //Destroy(this); //by "this" we mean ---> REMOVE THIS SCRIPT //Damn....now, the script gets removed before we complete the entire 180 rotation check = false; //this way we will never come back here again } //Debug.Log(transform.rotation); Debug.Log("outside"); transform.rotation = Quaternion.Slerp(transform.rotation, execution_rotation, rspeed * Time.deltaTime); //Rotate a full circle (spin) Debug.Log(transform.rotation); if (transform.rotation.y == (-1 * execution_rotation.y)) { Debug.Log("FIN"); Destroy(this); //NOW REMOVE SCRIPT! } }
// Use this for initialization void Start() { swapper = gameObject.GetComponent <SpriteSwapper> (); }
// Start is called before the first frame update void Start() { GetComponent <Rigidbody2D>().freezeRotation = true; spriteSwapper = GetComponent <SpriteSwapper>(); GetComponent <SpriteSwapper>().isPlaying = false; }