void Update() { // For walking action, keep track of what the last pad clicked was so that movement only occurs with alternate clicks // Shouldn't really be in this class which ideally would be restricted to managing the input only if (Input.GetButton("LeftPadDown") && !Input.GetButton("RightPadDown") && !lastClickLeft) { lastClickLeft = true; padClicked.Invoke(); } if (Input.GetButton("RightPadDown") && !Input.GetButton("LeftPadDown") && lastClickLeft) { lastClickLeft = false; padClicked.Invoke(); } if (debugMode) { Vector3 leftPosition = InputTracking.GetLocalPosition(XRNode.LeftHand); Quaternion leftRotation = InputTracking.GetLocalRotation(XRNode.LeftHand); Vector3 rightPosition = InputTracking.GetLocalPosition(XRNode.RightHand); Quaternion rightRotation = InputTracking.GetLocalRotation(XRNode.RightHand); HUDDebug.AddMessage("Left Position: " + leftPosition + " Left Rotation: " + leftRotation); HUDDebug.AddMessage("Right Position: " + rightPosition + " Right Rotation: " + rightRotation); } // Debug.Log(leftPosition + " " + leftRotation + " " + rightPosition + " " + leftHorz); //var interactionSourceStates = InteractionManager.GetCurrentReading(); //Debug.Log(interactionSourceStates); }
void Awake() { //If single object already exists then destroy if (ThisInstance != null) { DestroyImmediate(gameObject); return; } //Make this single instance ThisInstance = this; }
public override void Render(double time) { lock (_RenderLock) { GL.PushMatrix(); { if (_FollowTarget != null) { CalculatePan((float)time); } GL.Translate(Math.Round(_ViewPosition.X), Math.Round(_ViewPosition.Y), Math.Round(_ViewPosition.Z)); Background.Render(time); Rear.Render(time); // <edit> GL.PushMatrix(); { double dx = 0.5 * ViewWidth; double dy = 0.5 * ViewHeight; GL.Translate(dx, dy, -100.0); GL.Rotate(-60, 1.0, 0.0, 0.0); GL.Rotate(MainTimer.Elapsed.TotalSeconds * 6.0, 0.0, 0.0, 1.0); //double dx1 = 0.5 * FloorR; //double dy1 = 0.5 * FloorR; //GL.Translate(-dx1, -dy1, 0.0); Stage.Render(time); } GL.PopMatrix(); // </edit> Tests.Render(time); Front.Render(time); if (Configuration.DrawBlueprints) { WorldBlueprint.Render(time); } } GL.PopMatrix(); HUD.Render(time); if (Configuration.DrawBlueprints) { HUDBlueprint.Render(time); } if (Configuration.ShowDebugVisuals) { HUDDebug.Render(time); } } }