Beispiel #1
0
        // Add new camera to the collection and run it
        public bool Add(CameraPlay camwin, DeviceInfo deviceInfo, CameraInfo camera)
        {
            // create video source

            IVideoSource videoSource = DeviceBusiness.Instance.CreateVideoSource(deviceInfo.ProviderName);

            if (videoSource == null)
            {
                return(false);
            }
            DeviceDriver device = new DeviceDriver(videoSource);

            if (!RunningDeviceList.ContainsKey(deviceInfo.DeviceId))
            {
                deviceInfo.ServiceID = -1;
                device.Init(ref deviceInfo);
                RunningDeviceList.Add(deviceInfo.DeviceId, deviceInfo);
                RunningDriverList.Add(camera.CameraId, device);
            }
            else
            {
                deviceInfo = RunningDeviceList[deviceInfo.DeviceId];
                device.Init(ref deviceInfo);

                RunningDriverList.Add(camera.CameraId, device);
            }

            device.Start(ref camera);
            camwin.Camera = device;
            return(true);
        }
Beispiel #2
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        private void cameraPlay_DoubleClickVideo(object sender, EventArgs e)
        {
            try
            {
                if (!isFullScreen)
                {
                    SingleCameraMode = true;
                    FitToWindow      = true;
                    currentWin       = lastClicked;
                }
                else
                {
                    SingleCameraMode   = false;
                    currentWin.ClickMe = true;
                }
                doubleClicked = (CameraPlay)sender;
                if (DoubleCamera != null)
                {
                    DoubleCamera(!isFullScreen, currentWin.Camera.CurrentCamera);
                }

                isFullScreen = !isFullScreen;
                UpdateSize();
            }
            catch (Exception ex)
            {
            }
        }
Beispiel #3
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 public override IEnumerator Behavior()
 {
     CameraPlay.EarthQuakeShake(shakeTime, shakeSpeed, shakeSize);
     if (wait)
     {
         yield return(new WaitForSeconds(shakeTime));
     }
 }
Beispiel #4
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 public override IEnumerator Behavior()
 {
     CameraPlay.Glitch(glitchTime);
     if (wait)
     {
         yield return(new WaitForSeconds(glitchTime));
     }
 }
Beispiel #5
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        public override IEnumerator Behavior()
        {
            Vector3 s = GetPosInViewPort();

            CameraPlay.Radial(s.x, s.y, radialTime, radialSize);
            if (wait)
            {
                yield return(new WaitForSeconds(radialTime));
            }
        }
Beispiel #6
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        public override IEnumerator Behavior()
        {
            Vector3 s = GetPosInViewPort();

            CameraPlay.Shockwave(s.x, s.y, shockWaveTime, shockWaveSize);
            if (wait)
            {
                yield return(new WaitForSeconds(shockWaveTime));
            }
        }
Beispiel #7
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        public override IEnumerator Behavior()
        {
            Vector3 s = GetPosInViewPort();

            CameraPlay.FishEye(s.x, s.y, fishEyeTime);
            if (wait)
            {
                yield return(new WaitForSeconds(fishEyeTime));
            }
        }
Beispiel #8
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        public override IEnumerator Behavior()
        {
            Vector3 s = GetPosInViewPort();

            CameraPlay.Pitch(s.x, s.y, pitchTime, pitchSize);
            if (wait)
            {
                yield return(new WaitForSeconds(pitchTime));
            }
        }
Beispiel #9
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        public CameraPlay GetCamera(int row, int col)
        {
            CameraPlay rtncameraPlay = null;

            if ((row >= 0) && (col >= 0) && (row < MaxRows) && (col < MaxCols))
            {
                rtncameraPlay = camWindows[row, col];
            }
            return(rtncameraPlay);
        }
Beispiel #10
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        public override IEnumerator Behavior()
        {
            float dur = 0.5f;

            CameraPlay.Shockwave(dur, 0.5f, 0.250f);
            CameraPlay.Glitch(dur);
            CameraPlay.EarthQuakeShake(0.3f);
            if (!wait)
            {
                yield break;
            }
            yield return(new WaitForSeconds(dur));
        }
        public override void OnEnter()
        {
            if (!customize.Value)
            {
                CameraPlay.BulletHole();
            }

            else
            {
                CameraPlay.BulletHole(floatX.Value, floatY.Value, time.Value, size.Value);
            }

            Finish();
        }
        public override void OnEnter()
        {
            if (!customize.Value)
            {
                CameraPlay.BloodHit();
            }

            else
            {
                CameraPlay.BloodHit(color.Value, time.Value, distance.Value);
            }

            Finish();
        }
Beispiel #13
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 /// <summary>
 /// 关闭摄像机特效
 /// </summary>
 public void Off_Filter()
 {
     CameraPlay.NightVision_OFF(0.5f);
     CameraPlay.Drunk_OFF(0.5f);
     CameraPlay.SniperScope_OFF();
     CameraPlay.BlackWhite_OFF();
     CameraPlay.FlyVision_OFF();
     CameraPlay.Fade_OFF();
     CameraPlay.Pixel_OFF();
     CameraPlay.Colored_OFF();
     CameraPlay.Thermavision_OFF();
     CameraPlay.Infrared_OFF();
     CameraPlay.WidescreenH_OFF();
     CameraPlay.RainDrop_OFF();
     CameraPlay.Inverse_OFF();
 }
Beispiel #14
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    IEnumerator SubGameClear()
    {
        yield return(new WaitForSeconds(1f));

        // SE音
        SoundManager.Play(SoundManager.SEClip.clear);

        // カメラ振動エフェクト
        CameraPlay.EarthQuakeShake(2f);

        yield return(new WaitForSeconds(2f));

        SoundManager.Play(SoundManager.SEClip.bomb);

        // 爆発エフェクト
        Instantiate(explosionPrefab,
                    goalGate.transform.position + Vector3.right * 3,
                    explosionPrefab.transform.rotation);

        yield return(new WaitForSeconds(2.5f));

        // 崩壊させる
        GameObject blockGrid = GameObject.Find("Grid/BlockTilemap2");

        blockGrid.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;

        yield return(new WaitForSeconds(1f));

        // 切断
        networkManager.PhotonDisConnect();

        yield return(new WaitForSeconds(1f));

        // Glitchエフェクト
        CameraPlay.Glitch2(2f);

        yield return(new WaitForSeconds(2f));

        // カメラノイズエフェクト
        CameraPlay.Noise(2f);

        yield return(new WaitForSeconds(2f));

        // クリアシーンを表示
        // FadeManager.Instance.LoadScene("ClearScene", 1f);
        SceneManager.LoadScene("ClearScene");
    }
Beispiel #15
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    public void RPCSpikeOnOFf(bool isActive)
    {
        bool active_ = spike.activeInHierarchy;

        if (active_ == isActive)
        {
            return;
        }

        // SE音
        SoundManager.Play(SoundManager.SEClip.pibo);

        // カメラ振動エフェクト
        CameraPlay.EarthQuakeShake(1f);

        spike.SetActive(isActive);
    }
Beispiel #16
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    // -----
    void Awake()
    {
        // プレイヤー人数 x  10の体力とする。
        bossHp = PhotonNetwork.CountOfPlayers * 10;
        // (無いと思うが念の為)
        if (bossHp == 0)
        {
            bossHp = 10;
        }

        simpleAnimation = GetComponent <SimpleAnimation>();

        // ボス生成のフラグを立てる
        PlayData.bossSpawned = true;

        // カメラ振動エフェクト
        CameraPlay.EarthQuakeShake(2f);
    }
Beispiel #17
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        private void SetClickON(CameraPlay cameraPlay)
        {
            string winName = "cameraPlay";

            for (int i = 0; i < 25; i++)
            {
                Control[] control = this.Controls.Find(string.Format("{0}{1}", winName, i), false);
                if (control != null && control.Length > 0)
                {
                    CameraPlay ctr = (CameraPlay)control[0];

                    if (ctr != null)
                    {
                        ctr.ClickMe = false;
                    }
                }
            }
            cameraPlay.ClickMe = true;
        }
Beispiel #18
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    public void RpcBossDamage()
    {
        bossHp--;

        if (bossHp <= 0)
        {
            // ★ エフェクトとSE
            // カメラ振動エフェクト
            CameraPlay.EarthQuakeShake(2f);

            // SE
            SoundManager.Play(SoundManager.SEClip.bossDeath);

            PlayData.bossDied = true;
            // PhotonNetwork.Destroy(this.gameObject);
            // Ownerからしか削除できないので、とりあえず普通で
            Destroy(gameObject);
        }
    }
    async void Death()
    {
        this.GetComponent <SimpleAnimation>().Play("DEATH");
        SEManager.Instance.Play(SEPath.DEATH);
        foreach (Rigidbody2D obj in UnityEngine.Resources.FindObjectsOfTypeAll(typeof(Rigidbody2D)))
        {
            obj.velocity    = Vector3.zero;
            obj.constraints = RigidbodyConstraints2D.FreezeRotation;
        }
        CameraPlay.EarthQuakeShake(0.3f, 30, 2);
        deathAnime0.transform.localScale = new Vector3(10, 6000, 1);
        deathAnime1.transform.localScale = new Vector3(6000, 10, 1);

        deathAnime0.transform.DOScale(new Vector3(0, 6000, 1), 0.25f).SetDelay(0.3f);
        deathAnime1.transform.DOScale(new Vector3(6000, 0, 1), 0.25f).SetDelay(0.3f);
        await UniTask.Delay(1000);

        sceneTransistor.TransistionScene(EnumSceneName.Result, scoreModel.score, default);
    }
        public override void OnEnter()
        {
            if (glitchVersion.Value == 1)
            {
                CameraPlay.Glitch(effectLength.Value);
            }


            if (glitchVersion.Value == 2)
            {
                CameraPlay.Glitch2(effectLength.Value);
            }

            else
            {
                CameraPlay.Glitch3(effectLength.Value);
            }

            Finish();
        }
Beispiel #21
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 /// <summary>
 /// 葛丽池3效果
 /// </summary>
 /// <param name="Time"></param>
 public void Glitch3(float Time)
 {
     CameraPlay.Glitch3(Time);
 }
Beispiel #22
0
 /// <summary>
 /// 见血效果
 /// </summary>
 /// <param name="Time">Set the time effect in second</param>
 /// <param name="dist">Set the distorsion (1.0 = normal)</param>
 public void BloodHit(float Time, float dist)
 {
     CameraPlay.BloodHit(Time, dist);
 }
Beispiel #23
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 /// <summary>
 /// 子弹效果
 /// </summary>
 /// <param name="sx">The sx screen position of the effect. 0 = left side of the screen. 1 = Right side of the screen. 0.5f = center of the screen</param>
 /// <param name="sy">The sy position of the effect. 0 = up side of the screen. 1 = down side of the screen. 0.5f = center of the screen</param>
 /// <param name="Time">Set the apparition time in sec</param>
 /// <param name="dist">Set the distorsion (1.0 = normal)</param>
 public void BulletHole(Vector3 pos, float Time, float dist)
 {
     CameraPlay.BulletHole(CameraPlay.PosScreenX(pos), CameraPlay.PosScreenY(pos), Time, dist);
 }
Beispiel #24
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 /// <summary>
 /// 捏动效果
 /// </summary>
 /// <param name="x">The x position of the effect. 0 = left side of the screen. 1 = Right side of the screen. 0.5f = center of the screen</param>
 /// <param name="y">The y position of the effect. 0 = up side of the screen. 1 = down side of the screen. 0.5f = center of the screen</param>
 /// <param name="time">Time duration of the effect animation in second.</param>
 /// <param name="size">Size of the Distortion FX</param>
 public void Pinch(Vector3 pos, float time, float size)
 {
     CameraPlay.Pinch(CameraPlay.PosScreenX(pos), CameraPlay.PosScreenY(pos), time, size);
 }
Beispiel #25
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 /// <summary>
 /// 下雨效果
 /// </summary>
 /// <param name="Time">Set the time effect in second.</param>
 public void RainDrop_ON(float Time)
 {
     CameraPlay.RainDrop_ON(Time);
 }
Beispiel #26
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 /// <summary>
 /// 关闭反色
 /// </summary>
 /// <param name="time">Set the apparition time in sec</param>
 public void Inverse_OFF()
 {
     CameraPlay.Inverse_OFF();
 }
Beispiel #27
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 /// <summary>
 /// 反色
 /// </summary>
 /// <param name="time">Set the apparition time in sec</param>
 public void Inverse_ON(float time)
 {
     CameraPlay.Inverse_ON(time);
 }
Beispiel #28
0
 /// <summary>
 /// 淡出效果
 /// </summary>
 /// <param name="color">Set the color of the fading effect</param>
 /// <param name="Time">Set the time effect in second</param>
 public void FadeInOut(Color color, float time)
 {
     CameraPlay.FadeInOut(color, time);
 }
Beispiel #29
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 /// <summary>
 /// 震动波效果
 /// </summary>
 /// <param name="x">The x position of the effect. 0 = left side of the screen. 1 = Right side of the screen. 0.5f = center of the screen</param>
 /// <param name="y">The y position of the effect. 0 = up side of the screen. 1 = down side of the screen. 0.5f = center of the screen</param>
 /// <param name="time">Time duration of the effect animation in second.</param>
 /// <param name="size">Size of the Distortion FX</param>
 public void Shockwave(Vector3 pos, float time, float size)
 {
     CameraPlay.Shockwave(CameraPlay.PosScreenX(pos), CameraPlay.PosScreenY(pos), time, size);
 }
Beispiel #30
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 /// <summary>
 /// 关闭下雨效果
 /// </summary>
 /// <param name="Time">Set the time effect in second.</param>
 public void RainDrop_OFF()
 {
     CameraPlay.RainDrop_OFF();
 }