Beispiel #1
0
        /// <summary>
        /// Sets the starting perspective on the character.
        /// </summary>
        /// <param name="firstPersonPerspective">Should the character start in a first person perspective?</param>
        /// <param name="teleport">Should the character be teleported to the demo zone?</param>
        protected void SelectStartingPerspective(bool firstPersonPerspective, bool teleport)
        {
            m_CharacterLocomotion.SetActive(true, true);

            // Set the starting position.
            m_LastZoneIndex = -1;
            ActiveDemoZone(m_DemoZones[0], teleport);

            // Set the perspective on the camera.
            var camera           = UnityEngineUtility.FindCamera(null);
            var cameraController = camera.GetComponent <Camera.CameraController>();

            // Ensure the camera starts with the correct view type.
            cameraController.FirstPersonViewTypeFullName = GetViewTypeFullName(true);
            cameraController.ThirdPersonViewTypeFullName = GetViewTypeFullName(false);
            cameraController.SetPerspective(firstPersonPerspective, true);
            cameraController.Character = m_Character;

            // The cursor should be hidden to start the demo.
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
            enabled          = false;

            // The character and camera are ready to go - disable the perspective selection panel.
            if (m_PerspectiveSelection != null)
            {
                m_PerspectiveSelection.SetActive(false);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Initialize the default values.
        /// </summary>
        private void Start()
        {
#if !FIRST_PERSON_CONTROLLER || !THIRD_PERSON_CONTROLLER
            var demoZones = new List <DemoZone>(m_DemoZones);
            for (int i = demoZones.Count - 1; i > -1; --i)
            {
                // The demo zone may belong to the other perspective.
                if (demoZones[i].DemoZoneTrigger == null)
                {
                    demoZones.RemoveAt(i);
                }
            }
            m_DemoZones = demoZones.ToArray();
#endif
            for (int i = 0; i < m_DemoZones.Length; ++i)
            {
                if (m_DemoZones[i].TeleportLocation == null)
                {
                    continue;
                }

                m_DemoZones[i].Initialize(i);
                m_DemoZoneTriggerDemoZoneMap.Add(m_DemoZones[i].DemoZoneTrigger, m_DemoZones[i]);
            }

            // Enable the UI after the character has spawned.
            m_TextPanel.SetActive(false);
            m_PreviousZoneArrow.SetActive(false);
            m_NextZoneArrow.SetActive(false);
            m_Action.enabled      = false;
            m_CharacterLocomotion = m_Character.GetComponent <UltimateCharacterLocomotion>();
            m_CharacterHealth     = m_Character.GetComponent <Health>();
            m_CharacterRespawner  = m_Character.GetComponent <Respawner>();

            // Disable the demo components if the character is null. This allows for free roaming within the demo scene.
            if (m_FreeRoam)
            {
                m_FullAccess = true;
                if (m_PerspectiveSelection != null)
                {
                    m_PerspectiveSelection.SetActive(false);
                }

                var uiZones = GetComponentsInChildren <UIZone>();
                for (int i = 0; i < uiZones.Length; ++i)
                {
                    uiZones[i].enabled = false;
                }

                // All of the doors should be opened with free roam.
                for (int i = 0; i < m_Doors.Count; ++i)
                {
                    m_Doors[i].CloseOnTriggerExit = false;
                    m_Doors[i].OpenClose(true, true, false);
                }

                // The enable objects should be enabled.
                for (int i = 0; i < m_DemoZones.Length; ++i)
                {
                    for (int j = 0; j < m_DemoZones[i].EnableObjects.Length; ++j)
                    {
                        m_DemoZones[i].EnableObjects[j].enabled = true;
                    }
                }

                // The character needs to be assigned to the camera.
                var camera           = UnityEngineUtility.FindCamera(null);
                var cameraController = camera.GetComponent <Camera.CameraController>();
                cameraController.Character = m_Character;

                // The character doesn't start out with any items.
                if (m_FreeRoamItemTypeCounts != null && m_FreeRoamPickupItemTypes)
                {
                    var inventory = m_Character.GetComponent <InventoryBase>();
                    if (inventory != null)
                    {
                        for (int i = 0; i < m_FreeRoamItemTypeCounts.Length; ++i)
                        {
                            if (m_FreeRoamItemTypeCounts[i].ItemType == null)
                            {
                                continue;
                            }
                            inventory.PickupItemType(m_FreeRoamItemTypeCounts[i].ItemType, m_FreeRoamItemTypeCounts[i].Count, -1, true, false);
                        }
                    }
                }

                EventHandler.ExecuteEvent(m_Character, "OnCharacterSnapAnimator");
                enabled = false;
                return;
            }

            // The cursor needs to be visible.
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;

#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
            // Show the perspective selection menu.
            if (m_PerspectiveSelection != null)
            {
                // The character should be disabled until the perspective is set.
                m_CharacterLocomotion.SetActive(false, true);

                m_PerspectiveSelection.SetActive(true);
            }
            else
            {
                // Determine if the character is a first or third person character.
                var firstPersonPerspective = m_CharacterLocomotion.MovementTypeFullName.Contains("FirstPerson");
                SelectStartingPerspective(firstPersonPerspective);
            }
#elif FIRST_PERSON_CONTROLLER
            SelectStartingPerspective(true);
#else
            SelectStartingPerspective(false);
#endif
        }
Beispiel #3
0
        /// <summary>
        /// Initializes the Demo Manager with the specified character.
        /// </summary>
        /// <param name="character">The character that should be initialized/</param>
        /// <param name="selectStartingPerspective">Should the starting perspective be selected?</param>
        /// <param name="teleport">Should the character be teleported to the first demo zone?</param>
        protected void InitializeCharacter(GameObject character, bool selectStartingPerspective, bool teleport)
        {
            m_Character = character;

            if (m_Character == null)
            {
                return;
            }

            m_CharacterLocomotion = m_Character.GetComponent <UltimateCharacterLocomotion>();
            m_CharacterHealth     = m_Character.GetComponent <Health>();
            m_CharacterRespawner  = m_Character.GetComponent <Respawner>();

            // Disable the demo components if the character is null. This allows for free roaming within the demo scene.
            if (m_FreeRoam)
            {
                m_FullAccess = true;
                if (m_PerspectiveSelection != null)
                {
                    m_PerspectiveSelection.SetActive(false);
                }

                var uiZones = GetComponentsInChildren <UIZone>();
                for (int i = 0; i < uiZones.Length; ++i)
                {
                    uiZones[i].enabled = false;
                }

                // All of the doors should be opened with free roam.
                for (int i = 0; i < m_Doors.Count; ++i)
                {
                    m_Doors[i].CloseOnTriggerExit = false;
                    m_Doors[i].OpenClose(true, true, false);
                }

                // The enable objects should be enabled.
                for (int i = 0; i < m_DemoZones.Length; ++i)
                {
                    for (int j = 0; j < m_DemoZones[i].EnableObjects.Length; ++j)
                    {
                        m_DemoZones[i].EnableObjects[j].enabled = true;
                    }
                }

                // The character needs to be assigned to the camera.
                var camera           = UnityEngineUtility.FindCamera(null);
                var cameraController = camera.GetComponent <Camera.CameraController>();
                cameraController.SetPerspective(m_CharacterLocomotion.FirstPersonPerspective, true);
                cameraController.Character = m_Character;

                // The character doesn't start out with any items.
                if (m_FreeRoamItemTypeCounts != null && m_FreeRoamPickupItemTypes)
                {
                    var inventory = m_Character.GetComponent <InventoryBase>();
                    if (inventory != null)
                    {
                        for (int i = 0; i < m_FreeRoamItemTypeCounts.Length; ++i)
                        {
                            if (m_FreeRoamItemTypeCounts[i].ItemType == null)
                            {
                                continue;
                            }
                            inventory.PickupItemType(m_FreeRoamItemTypeCounts[i].ItemType, m_FreeRoamItemTypeCounts[i].Count, -1, true, false);
                        }
                    }
                }

                if (m_Character.activeInHierarchy)
                {
                    EventHandler.ExecuteEvent(m_Character, "OnCharacterSnapAnimator");
                }
                enabled = false;
                return;
            }

            // The cursor needs to be visible.
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;

            if (!selectStartingPerspective)
            {
                return;
            }
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
            // Show the perspective selection menu.
            if (m_PerspectiveSelection != null)
            {
                // The character should be disabled until the perspective is set.
                m_CharacterLocomotion.SetActive(false, true);

                m_PerspectiveSelection.SetActive(true);
            }
            else
            {
                SelectStartingPerspective(m_DefaultFirstPersonStart, teleport);
            }
#elif FIRST_PERSON_CONTROLLER
            SelectStartingPerspective(true, teleport);
#else
            SelectStartingPerspective(false, teleport);
#endif
        }
Beispiel #4
0
 private void SetActiveRPC(bool active, bool uiEvent)
 {
     m_CharacterLocomotion.SetActive(active, uiEvent);
 }