public void UpdateNumTargets(int a_numTargets) { m_delay.Initialise(a_numTargets); m_offsetTime.Initialise(a_numTargets); m_volume.Initialise(a_numTargets); m_pitch.Initialise(a_numTargets); }
private bool InitialiseVariableStates(GameObject[] a_targetObjects, bool a_onlyMasterValues) { m_targetTransforms = new RectTransform[a_targetObjects.Length]; if (a_targetObjects.Length == 0) { return(false); } m_pulseScale.Initialise(a_targetObjects.Length); m_rotationAngle.Initialise(a_targetObjects.Length); RectTransform targetTransform; m_masterScales = new Vector3[a_targetObjects.Length]; m_masterRotations = new Vector3[a_targetObjects.Length]; for (int idx = 0; idx < a_targetObjects.Length; idx++) { if (a_targetObjects [idx] == null) { continue; } targetTransform = a_targetObjects [idx].GetComponent <RectTransform> (); m_targetTransforms [idx] = targetTransform; m_masterScales [idx] = targetTransform.localScale; m_masterRotations[idx] = targetTransform.localRotation.eulerAngles; } return(true); }
private bool InitialiseVariableStates(GameObject[] a_targetObjects, bool a_onlyMasterValues) { m_targetTransforms = new RectTransform[a_targetObjects.Length]; if (a_targetObjects.Length == 0) { return(false); } m_shakeAmount.Initialise(a_targetObjects.Length); RectTransform targetTransform; m_masterPositions = new Vector2[a_targetObjects.Length]; for (int idx = 0; idx < a_targetObjects.Length; idx++) { if (a_targetObjects [idx] == null) { continue; } targetTransform = a_targetObjects [idx].GetComponent <RectTransform> (); m_targetTransforms [idx] = targetTransform; m_masterPositions[idx] = new Vector2(targetTransform.anchoredPosition.x, targetTransform.anchoredPosition.y); } return(true); }
private void InitBaseVariables(int a_numTargets) { m_delay.Initialise(a_numTargets); m_duration.Initialise(a_numTargets); if (m_audioClipDatas != null) { // Make sure to initialise all audioClipData's with latest numTargets for (int idx = 0; idx < m_audioClipDatas.Length; idx++) { m_audioClipDatas [idx].UpdateNumTargets(a_numTargets); } } }