So that script from last week, ya, Im still working on it and its bigger and stronger than before.
I feel there is no real reason for me to upload the new "game" because it would look much the same.
Also on the same note, I will be gone this week for 5+ days (away from my computer
). Im not sure what I can get done, but Im hoping to rework all of the screens soon to be more legit, like a game. Maybe the release 2 weeks from now that will be a reality.
Added a nice color changing of the projectiles. Nice smooth transitions too, not the swap X object that is a color with Y object of another color. Of course unity did not like the default red apple because it tints and color change the existing color (was like shades of crap and brownish crap). Made a simple White Apple and colors look wonderful.
Simplified coroutines / combined some of them / made functions to call the coroutines / overloaded the functions for user simplicity.
Made a 2nd script that uses the first script function calls to create multiple of these objects and manipulate them on the screen.
It worked out well, simple and clean.
This is a simple scene I made (just for testing some things). If your into this type of thing the copy / paste code is below
Multiple objects being manipulated independently based on time.
Also, since this object in created in a function call, it too can be called on a timer using the "invoke" command (a simple way to subdivide animations).
void Object3()
{
NewObjectSpawner Object1 = CreateNewObjectSpawner ();
Object1.SetProjectile (Projectile1);
Object1.SetColor (0, Color.blue);
NewObjectSpawner Object2 = CreateNewObjectSpawner ();
Object2.SetProjectile (Projectile1);
Object2.SetColor (0, Color.red);
NewObjectSpawner Object3 = CreateNewObjectSpawner ();
Object3.SetProjectile (Projectile1);
Object3.SetColor (0, Color.green);
Object1.CreateCircle (1, 0.1f, 25, 1, 1, 2f);
Object2.RotateToDegree (0, null, 0, 180, true);
Object2.CreateCircle (3.7f, 0.1f, 25, 1, 1, 2f);
Object1.RotateDegrees (7, null, 2, 180, true);
Object2.RotateDegrees (7, null, 2, 180, true);
Object1.LaunchAtTarget (9, UpperLeftCorner, 2);
Object1.StopMovement (10);
Object2.LaunchAtTarget (9, UpperRightCorner, 2);
Object2.StopMovement (10);
Object1.MorphToSquare (9, 1, 1, 0f, 2.5f);
Object2.MorphToCircle (9, 1, 1, 0f, 2.5f);
Object1.ChangeColor_Children (10, Color.red, 1);
Object2.ChangeColor_Children (10, Color.blue, 1);
Object1.MorphToCircle (12, 1, 1, 0f, 2);
Object2.MorphToSquare (12, 1, 1, 0f, 2);
Object2.MorphToCircle (14, 1, 1, 0f, 2);
Object1.MoveToPosition (14, CenterOfScreen, 2);
Object2.MoveToPosition (14, CenterOfScreen, 2);
Object1.ChangeScale (16, 2, 1, false);
Object1.RotateDegrees (18, null, 1, 0, true);
Object2.RotateDegrees (18, null, -1, 0, true);
Object1.StopRotation (21);
Object2.StopRotation (21);
Object3.MoveToPosition (0, BottomLeftCorner, 0);
Object3.CreateLineToTarget (21, 0.002f, 30, UpperRightCorner);
Object1.ChangeColor_Children (21, 1);
Object2.ChangeColor_Children (21, 1);
Object3.BreakRandomly (22, 0.02f, 4);
Object1.ChangeScale (24, 0.5f, 3, false);
Object2.ChangeScale (24, 0.5f, 1, false);
Object1.RotateDegrees (25, null, 1, 0, true);
Object2.RotateDegrees (25, null, -1, 0, true);
Object1.BreakRandomly (26, 0.1f, 2);
Object2.BreakRandomly (26, 0.1f, 2);
Object1.ChangeScale (26f, 3f, 1f, false);
Object2.ChangeScale (26f, 3f, 1f, false);
Object1.StopColorChangeEffect (28);
Object2.StopColorChangeEffect (28);
Object1.SprayInDirection (30, 40, new Vector3 (-0.25f, 1), 0.1f, 3);
Object2.SprayInDirection (30, 40, new Vector3 (0.25f, 1), 0.1f, 3);
Object3.SprayInDirection (30, 80, new Vector3 (0.5f, 1f), 0.05f, 7);
Object1.EnableObject (33, Exit);
Object1.PlayClip (33, ExitClip);
}