private static void CreateHoverTrigger2D(GameObject cgf = null, CircularGravity2D circularGravity = null) { GameObject triggerEnableObj = new GameObject(); triggerEnableObj.name = "Trigger Hover"; if (circularGravity != null) { triggerEnableObj.AddComponent <CGF_HoverTrigger2D>().Cgf = circularGravity; } else { triggerEnableObj.AddComponent <CGF_HoverTrigger2D>(); } if (cgf != null) { triggerEnableObj.transform.SetParent(cgf.transform, false); } triggerEnableObj.transform.position = triggerEnableObj.transform.position + new Vector3(0, -6f); triggerEnableObj.transform.rotation = Quaternion.Euler(0, 0, 180f); if (cgf == null) { FocusGameObject(triggerEnableObj, true); } }
void Start() { cgf = this.GetComponent <CircularGravity2D>(); if (_pulseProperties.Pulse) { cgf.Size = _pulseProperties.MinSize; pulse_Positive = true; } }
void Awake() { cgf = this.GetComponent <CircularGravity2D>(); SetIdleValues(); }
private void UpdateCGF2DGUI() { if (buttonCreate2D) { //Creates empty gameobject. GameObject cgf = new GameObject(); //Creates Circular Gravity Force component CircularGravity2D circularGravity = cgf.AddComponent <CircularGravity2D>(); //Adds Controls if (modAxisControls2D) { cgf.AddComponent <CGF_AxisControls2D>(); } if (modKeyControls2D) { cgf.AddComponent <CGF_KeyControls2D>(); } //Adds Mods if (modPulse2D) { cgf.AddComponent <CGF_Pulse2D>(); } if (modSize2D) { cgf.AddComponent <CGF_SizeByRaycast2D>(); } //Sets up properties circularGravity._shape2D = cgfShape2D; circularGravity._forceType2D = cgfForceType2D; circularGravity.ForcePower = cgfForcePower2D; circularGravity._forceMode2D = cgfForceMode2D; circularGravity.Size = cgfSize2D; circularGravity._constraintProperties.AlignToForce = cgfAlignToForce2D; circularGravity._constraintProperties.SlerpSpeed = cgfslerpSpeed2D; circularGravity._drawGravityProperties.DrawGravityForce = cgfDrawGravityForce2D; circularGravity._drawGravityProperties.GravityLineMaterial = new Material(Shader.Find("UI/Default")); circularGravity._drawGravityProperties.Thickness = cgfDrawGravityForceThickness2D; //Sets gameojbect Name cgf.name = "CGF 2D"; FocusGameObject(cgf, true); if (triggerEnable2D) { CreateEnableTrigger2D(cgf, circularGravity); } if (triggerHover2D) { CreateHoverTrigger2D(cgf, circularGravity); } //Disables the buttonCreateNewCGF buttonCreate2D = false; } }
// Use this for initialization void Start() { cgf = this.GetComponent <CircularGravity2D>(); cgf.Size = maxCgfSize; }