Ejemplo n.º 1
0
 void Start()
 {
     m_playspaceManager = PlayspaceManager.Instance;
     m_currentMission   = new Mission1();
     //
     // Single-color, flat-shaded material. HoloToolkit/Vertex Lit Configurable
     // appears optimized to compile down to only the variant defined by
     // keywords. I'm not sure how Unity translates e.g. the editor color
     // "Enabled" tick box to _USECOLOR_ON but apparently it somehow does. Unity
     // manual seems to imply that "#pragma shader_feature X" will not include
     // unused variants of the shader in a build. If this code stops working,
     // may need to use a dummy asset with these material settings somewhere?
     //
     //flatMaterial = new Material(Shader.Find("HoloToolkit/Vertex Lit Configurable"));
     //flatMaterial.EnableKeyword("_USECOLOR_ON");
     //flatMaterial.DisableKeyword("_USEMAINTEX_ON");
     //flatMaterial.DisableKeyword("_USEEMISSIONTEX_ON");
 }
Ejemplo n.º 2
0
    void Awake()
    {
        m_audioSource         = GetComponent <AudioSource>();
        m_lockIndicatorHelper = GetComponent <LockIndicatorHelper>();
        m_currentMission      = LevelManager.Instance.currentMission;
        m_boxCollider         = GetComponent <BoxCollider>();

        // Find bones
        Transform[] transforms = GetComponentsInChildren <Transform>();
        foreach (Transform xform in transforms)
        {
            if (xform.name == "TurretBone")
            {
                m_turret = xform;
            }
            else if (xform.name == "GunBone")
            {
                m_gun = xform;
            }
        }
        m_gunZeroRotation = m_gun.localRotation;
    }