/// <summary> /// Loads the ambient audio of this room. /// As soon as the audio is loaded, it will be played. /// </summary> public void LoadAmbientAudio() { if (string.IsNullOrEmpty(RoomData.Ambient)) { return; } Debug.Log("Add audio to room."); if (_audioLoader == null) { _audioLoader = gameObject.AddComponent <AudioLoader>(); } _audioLoader.ReloadAudio(RoomData.Ambient); }
/// <summary> /// Loads the ambient audio of this room. /// As soon as the audio is loaded, it will be played. /// </summary> public void LoadAmbientAudio() { if (!string.IsNullOrEmpty(RoomData.GetURLEncodedAudioPath())) { Debug.Log("add audio to room"); if (_audioLoader == null) { _audioLoader = gameObject.AddComponent <AudioLoader>(); } _audioLoader.ReloadAudio(RoomData.GetURLEncodedAudioPath()); } }
public void Populate(DefaultNamespace.VREM.Model.Room room) { Debug.Log(room); Debug.Log(room.walls); _roomModel = room; Debug.Log("adjusting ceiling and floor"); // TODO Use new material loading code gameObject.transform.Find("Ceiling").gameObject.GetComponent <TexturedMonoBehaviour>() .LoadMaterial(TexturingUtility.Translate(room.ceiling)); gameObject.transform.Find("Floor").gameObject.GetComponent <TexturedMonoBehaviour>() .LoadMaterial(TexturingUtility.Translate(room.floor)); /*Debug.Log("add globe"); * if(GlobePrefab != null){ //TODO: add a new check * var globe = Instantiate(GlobePrefab) as GameObject; * globe.transform.rotation = Quaternion.Euler(-90, -90, 0); * globe.transform.position = new Vector3(-2.5f, 0, -2.5f); * globe.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); * }*/ if (!string.IsNullOrEmpty(room.GetURLEncodedAudioPath())) { Debug.Log("add audio to room"); if (audio == null) { audio = gameObject.AddComponent <AudioLoader>(); } audio.ReloadAudio(room.GetURLEncodedAudioPath()); } // PopulateWalls(room.walls); //PlaceExhibits(room.exhibits); // DEBUG TESTING TODO REMOVE this when done //Debug.Log("Test"); //LoadAndPlaceModel(ServerSettings.SERVER_ID+"content/get/5bd3292c64aa33a460bcdade%2f1%2fexhibits%2fearth.obj", new Vector3(0,1,0)); }