public static safeFadeTo ( GameObject toFade, Hashtable fadeOptions ) : void | ||
toFade | GameObject | |
fadeOptions | Hashtable | |
return | void |
public static void safeFadeTo(GameObject toFade, Hashtable fadeOptions) {
//TODO find most robust method
//GameObject body = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(). .transform.FindChild("body_perso");
//GameObject body = gameObject.transform.FindChild("body_perso").gameObject;
GameObject body = toFade.transform.FindChild("body_perso").transform.FindChild("body_perso").gameObject;
if(null != body)
{
iTween.FadeTo(body, fadeOptions);
}
GameObject dna = toFade.transform.FindChild("dna_perso").transform.FindChild("body_perso").gameObject;
if(null != dna)
{
iTween.FadeTo(dna, fadeOptions);
}
}
Hero::safeFadeTo ( Hashtable hash ) : void |
public void initialize(Hero playableCell, Vector3 checkpointPosition) { //TODO find systematic way of doing this Destroy(GetComponent <Hero>()); Destroy(GetComponent <CellControl>()); Destroy(GetComponent <PhysicalMedium>()); Destroy(GetComponent <PhenoSpeed>()); Destroy(GetComponent <PhenoLight>()); Destroy(GetComponent <PhenoToxic>()); Destroy(GetComponent <PhenoFickContact>()); Destroy(GetComponent <BlackLight>()); Destroy(GetComponent <Rigidbody>()); SphereCollider[] colliders = GetComponentsInChildren <SphereCollider>(); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].gameObject.name == "PhenoLight") { colliders[i].enabled = false; } } resetCollisionState(); SwimAnimator newCellSwimAnimator = (SwimAnimator)GetComponent <SwimAnimator>(); newCellSwimAnimator.setSpeed(_waitAnimationSpeed); transform.position = playableCell.transform.position; transform.localScale = playableCell.transform.localScale; //TODO set slow animation //TODO change appearance to make it different from playable bacterium: maybe remove eyes? //TODO put animation when bacterium becomes playable, then divide cell Hero.safeFadeTo(gameObject, _optionsDuplicatedAlpha); }