public void OpenCollisionOutline() { LevelCreatorManager.Instance.SetAsActiveBlank(this); HideBlank(); CollisionOutline.gameObject.SetActive(true); CollisionScalable.Start(); CollisionScalable.gameObject.SetActive(true); }
protected override void UpdateStaf() { ScaleObj.Start(); //active = false; myColl.radius = mySR.sprite.rect.width > mySR.sprite.rect.height ? mySR.sprite.rect.width / mySR.sprite.pixelsPerUnit / 2 : mySR.sprite.rect.height / mySR.sprite.pixelsPerUnit / 2; //CollisionOutline.transform.localScale = new Vector3(myColl.radius, myColl.radius, 1f); }
protected override void UpdateStaf() { Scalable localScalable = ScaleObj.GetComponent <Scalable>(); if (localScalable != null) { localScalable.Start(); } //active = false; myColl.size = new Vector2(mySR.sprite.rect.width / mySR.sprite.pixelsPerUnit, mySR.sprite.rect.height / mySR.sprite.pixelsPerUnit); //CollisionOutline.transform.localScale = new Vector3(myColl.size.x, myColl.size.y, 1f); }