// Use this for initialization public override void Start() { #region init ui = GameObject.Find("GoalStateUI"); helpMenu = Auxiliary.FindObject(ui, "Help"); toolbar = Auxiliary.FindObject(ui, "ResetStateToolbar"); overlay = Auxiliary.FindObject(ui, "Overlay"); #endregion if (goalIndicator != null) { GameObject.Destroy(goalIndicator); } if (goalIndicator == null) { goalIndicator = GameObject.CreatePrimitive(PrimitiveType.Cube); // Create cube to show goal region goalIndicator.name = "GoalIndicator"; Renderer render = goalIndicator.GetComponentInChildren <Renderer>(); render.material.shader = Shader.Find("Transparent/Diffuse"); Color newColor = new Color(0, 0.88f, 0, 0.6f); render.material.color = newColor; } goalIndicator.transform.position = color.Equals("Red") ? gm.redGoals[gamepieceIndex][goalIndex].GetComponent <Goal>().position : gm.blueGoals[gamepieceIndex][goalIndex].GetComponent <Goal>().position; goalIndicator.transform.localScale = color.Equals("Red") ? gm.redGoals[gamepieceIndex][goalIndex].GetComponent <Goal>().scale : gm.blueGoals[gamepieceIndex][goalIndex].GetComponent <Goal>().scale; settingGamepieceGoalVertical = false; GameObject moveArrows = GameObject.Instantiate(Resources.Load <GameObject>("Prefabs\\MoveArrows")); moveArrows.name = "IndicatorMoveArrows"; moveArrows.transform.parent = goalIndicator.transform; moveArrows.transform.localPosition = UnityEngine.Vector3.zero; if (move) { moveArrows.GetComponent <MoveArrows>().Translate = (translation) => goalIndicator.transform.Translate(translation, Space.World); } else { moveArrows.GetComponent <MoveArrows>().Translate = (translation) => goalIndicator.transform.localScale += translation;//goalIndicator.transform.localScale.Scale(translation); } StateMachine.SceneGlobal.Link <GoalState>(moveArrows); DynamicCamera dynamicCamera = UnityEngine.Camera.main.transform.GetComponent <DynamicCamera>(); lastCameraState = dynamicCamera.ActiveState; dynamicCamera.SwitchCameraState(new DynamicCamera.ConfigurationState(dynamicCamera, goalIndicator)); Button resetButton = GameObject.Find("ResetButton").GetComponent <Button>(); resetButton.onClick.RemoveAllListeners(); resetButton.onClick.AddListener(Reset); Button helpButton = GameObject.Find("HelpButton").GetComponent <Button>(); helpButton.onClick.RemoveAllListeners(); helpButton.onClick.AddListener(HelpMenu); Button returnButton = GameObject.Find("ReturnButton").GetComponent <Button>(); returnButton.onClick.RemoveAllListeners(); returnButton.onClick.AddListener(ReturnToMainState); Button closeHelp = Auxiliary.FindObject(helpMenu, "CloseHelpButton").GetComponent <Button>(); closeHelp.onClick.RemoveAllListeners(); closeHelp.onClick.AddListener(CloseHelpMenu); }
//New keywords is used to hide the default Unity camera keyword for this one. void Start() { state = 0; round = 1; timer = 90f; scores[0] = 0; scores[1] = 0; currPlayer = 0; currCreator = 1; ranTwice = false; playerReachedEnd = false; roundStarted = false; if (maxRounds <= 0) { maxRounds = 5; } spawnedContainer = transform.FindChild("spawnedContainer").gameObject; camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); scoreboardCanvas = Instantiate(scoreboardCanvas); scoreboard = scoreboardCanvas.transform.FindChild("Scoreboard").GetComponent <Scoreboard>(); scoreboardCanvas.SetActive(false); MatchSettingsHolder SettingsManager = GameObject.Find("ColorHolder").GetComponent <MatchSettingsHolder> (); player1Color = SettingsManager.player1Color; player2Color = SettingsManager.player2Color; //SpriteRenderer SprRen = new SpriteRenderer (); //SprRen.sprite = scoreboardSprites [0]; //SprRen.color = player1Color; //SpriteRenderer SprRen2 = new SpriteRenderer (); //SprRen2.sprite = scoreboardSprites [1]; //SprRen2.color = player2Color; }
private void Update() { //Make sure main state and dynamic camera get initialized if (main == null) { main = StateMachine.Instance.FindState <MainState>(); dynamicCamera = main.DynamicCameraObject.GetComponent <DynamicCamera>(); } //Update gui about robot camera once main and dynamic camera is ready else if (main != null && dynamicCamera != null) { UpdateCameraWindow(); if (indicatorActive) { UpdateCameraAnglePanel(); UpdateCameraFOVPanel(); UpdateNodeAttachment(); UpdateIndicatorTransform(); } } //Allows users to save their configuration using enter if (isEditingAngle && Input.GetKeyDown(KeyCode.Return)) { ToggleEditAngle(); } if (isEditingFOV && Input.GetKeyDown(KeyCode.Return)) { ToggleEditFOV(); } }
/// <summary> /// Find ALL the GUI stuff needed for the sensor GUI to work /// </summary> private void FindElements() { tabStateMachine = Auxiliary.FindGameObject("Tabs").GetComponent <StateMachine>(); canvas = GameObject.Find("Canvas"); sensorManager = GameObject.Find("SensorManager").GetComponent <SensorManager>(); dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); toolkit = GetComponent <Toolkit>(); //For Sensor position and attachment configuration configureSensorPanel = Auxiliary.FindObject(canvas, "SensorConfigurationPanel"); sensorConfigHeader = Auxiliary.FindObject(configureSensorPanel, "SensorConfigHeader"); //For Sensor angle configuration sensorAnglePanel = Auxiliary.FindObject(canvas, "SensorAnglePanel"); xAngleEntry = Auxiliary.FindObject(sensorAnglePanel, "xAngleEntry"); yAngleEntry = Auxiliary.FindObject(sensorAnglePanel, "yAngleEntry"); zAngleEntry = Auxiliary.FindObject(sensorAnglePanel, "zAngleEntry"); //For range configuration sensorRangePanel = Auxiliary.FindObject(canvas, "RangePanel"); RangeEntry = Auxiliary.FindObject(sensorRangePanel, "RangeEntry"); sensorOutputPanel = Auxiliary.FindObject(canvas, "SensorOutputBorder"); robotCameraGUI = GetComponent <RobotCameraGUI>(); }
private void Update() { if (main == null) { main = GameObject.Find("StateMachine").GetComponent <StateMachine>().CurrentState as MainState; } else if (dynamicCamera == null && main.dynamicCameraObject != null) { dynamicCamera = main.dynamicCameraObject.GetComponent <DynamicCamera>(); } else if (main != null && dynamicCamera != null) { UpdateCameraWindow(); UpdateCameraAnglePanel(); UpdateCameraFOVPanel(); UpdateNodeAttachment(); } if (CameraIndicator.activeSelf) { CameraIndicator.transform.position = robotCamera.CurrentCamera.transform.position; CameraIndicator.transform.rotation = robotCamera.CurrentCamera.transform.rotation; CameraIndicator.transform.parent = robotCamera.CurrentCamera.transform; } }
/// <summary> /// End the reset process and puts the robot back down /// </summary> public void EndReset() { IsResetting = false; EndRobotReset(); if (lastCameraState != null) { DynamicCamera dynamicCamera = UnityEngine.Camera.main.transform.GetComponent <DynamicCamera>(); dynamicCamera.SwitchCameraState(lastCameraState); lastCameraState = null; } OnEndReset(); Destroy(resetMoveArrows); resetMoveArrows = null; foreach (Tracker t in GetComponentsInChildren <Tracker>()) { t.Clear(); } InputControl.freeze = false; canvas.GetComponent <Canvas>().enabled = true; resetCanvas.SetActive(false); SimUI.getSimUI().CloseNavigationTooltip(); }
/// <summary> /// Called after Awake() when the script instance is enabled. /// Initializes variables then loads the field and robot as well as setting up replay features. /// </summary> public override void Start() { AppModel.ClearError(); //getting bullet physics information physicsWorld = BPhysicsWorld.Get(); ((DynamicsWorld)physicsWorld.world).SetInternalTickCallback(BPhysicsTickListener.Instance.PhysicsTick); //setting up raycast robot tick callback BPhysicsTickListener.Instance.OnTick -= BRobotManager.Instance.UpdateRaycastRobots; BPhysicsTickListener.Instance.OnTick += BRobotManager.Instance.UpdateRaycastRobots; //starts a new instance of unity packet which receives packets from the driver station unityPacket = new UnityPacket(); unityPacket.Start(); SpawnedRobots = new List <NetworkRobot>(); //loads all the controls Controls.Load(); //initializes the dynamic camera DynamicCameraObject = GameObject.Find("Main Camera"); dynamicCamera = DynamicCameraObject.AddComponent <DynamicCamera>(); DynamicCamera.ControlEnabled = true; IsMetric = PlayerPrefs.GetString("Measure").Equals("Metric") ? true : false; Network = GameObject.Find("NetworkManager").GetComponent <MultiplayerNetwork>(); Network.State = this; }
// Use this for initialization public override void Start() { moveArrows = GameObject.Instantiate(Resources.Load <GameObject>("Prefabs\\MoveArrows")); moveArrows.name = "IndicatorMoveArrows"; moveArrows.transform.parent = sensor.transform; moveArrows.transform.rotation = sensor.transform.rotation; moveArrows.transform.localPosition = UnityEngine.Vector3.zero; moveArrows.GetComponent <MoveArrows>().Translate = (translation) => sensor.transform.Translate(translation, Space.World); StateMachine.SceneGlobal.Link <SensorSpawnState>(moveArrows); DynamicCamera dynamicCamera = UnityEngine.Camera.main.transform.GetComponent <DynamicCamera>(); lastCameraState = dynamicCamera.ActiveState; dynamicCamera.SwitchCameraState(new DynamicCamera.ConfigurationState(dynamicCamera, sensor)); Button resetButton = GameObject.Find("ResetButton").GetComponent <Button>(); resetButton.onClick.RemoveAllListeners(); resetButton.onClick.AddListener(ResetSpawn); Button returnButton = GameObject.Find("ReturnButton").GetComponent <Button>(); returnButton.onClick.RemoveAllListeners(); returnButton.onClick.AddListener(ReturnToMainState); }
private void Update() { if (main == null) { main = StateMachine.Instance.FindState <MainState>(); } //Find the dynamic camera if (dynamicCamera == null) { dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); } //When the current sensor is ready to be configured, call its UpdateTransformFunction and update its angle, range & node text in the corresponding panels if (currentSensor != null && currentSensor.IsChangingPosition) { currentSensor.UpdateTransform(); UpdateSensorAnglePanel(); UpdateSensorRangePanel(); } showSensorButton.SetActive(sensorManager.GetActiveSensors().Count > 0 && isHidingOutput); //Allows users to save their configuration using enter if (isEditingAngle && Input.GetKeyDown(KeyCode.Return)) { ToggleEditAngle(); } if (isEditingRange && Input.GetKeyDown(KeyCode.Return)) { ToggleEditRange(); } }
public override void Start() { canvas = GameObject.Find("Canvas"); camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); tabs = Auxiliary.FindObject(canvas, "Tabs"); toolbar = Auxiliary.FindObject(canvas, "MainToolbar"); changeRobotPanel = Auxiliary.FindObject(canvas, "ChangeRobotPanel"); robotListPanel = Auxiliary.FindObject(changeRobotPanel, "RobotListPanel"); changePanel = Auxiliary.FindObject(canvas, "ChangePanel"); addPanel = Auxiliary.FindObject(canvas, "AddPanel"); changeFieldPanel = Auxiliary.FindObject(canvas, "ChangeFieldPanel"); pointImpulsePanel = Auxiliary.FindObject(canvas, "PointImpulsePanel"); resetDropdown = GameObject.Find("ResetRobotDropdown"); multiplayerPanel = Auxiliary.FindObject(canvas, "MultiplayerPanel"); stopwatchWindow = Auxiliary.FindObject(canvas, "StopwatchPanel"); statsWindow = Auxiliary.FindObject(canvas, "StatsPanel"); rulerWindow = Auxiliary.FindObject(canvas, "RulerPanel"); // To access instatiate classes within a state, use the StateMachine.SceneGlobal toolkit = StateMachine.SceneGlobal.GetComponent <Toolkit>(); multiplayer = StateMachine.SceneGlobal.GetComponent <LocalMultiplayer>(); simUI = StateMachine.SceneGlobal.GetComponent <SimUI>(); menuUI = StateMachine.SceneGlobal.GetComponent <MenuUI>(); robotCameraGUI = StateMachine.SceneGlobal.GetComponent <RobotCameraGUI>(); sensorManagerGUI = StateMachine.SceneGlobal.GetComponent <SensorManagerGUI>(); State = StateMachine.SceneGlobal.CurrentState as MainState; cameraViewDropdown = Auxiliary.FindObject(canvas, "CameraDropdown").GetComponent <Dropdown>(); dynamicCamera = UnityEngine.Camera.main.transform.GetComponent <DynamicCamera>(); }
public override void Update() { bool newFocued = false; if (pointImpulsePanel.activeSelf) { newFocued = GameObject.Find("ImpulseInputField").GetComponent <InputField>().isFocused; if (UnityEngine.Input.GetKey(KeyCode.LeftControl)) { if (UnityEngine.Input.GetKeyDown(KeyCode.Mouse0)) { ApplyForce(); } } } if (lastImpulseInputFocused != newFocued) { InputControl.freeze = newFocued; lastImpulseInputFocused = newFocued; } if (DynamicCamera.StateToInt(dynamicCamera.ActiveState) != cameraViewDropdown.value) { cameraViewDropdown.value = DynamicCamera.StateToInt(dynamicCamera.ActiveState); cameraViewDropdown.RefreshShownValue(); } }
void Start() { helpButtonContent = new GUIContent(""); helpButtonContent.image = Resources.Load("Images/halp") as Texture2D; Physics.gravity = new Vector3(0, -9.8f, 0); Physics.solverIterationCount = 30; Physics.minPenetrationForPenalty = 0.001f; cameraObject = new GameObject("Camera"); cameraObject.AddComponent <Camera> (); cameraObject.GetComponent <Camera> ().backgroundColor = new Color(.3f, .3f, .3f); dynamicCamera = cameraObject.AddComponent <DynamicCamera> (); light = new GameObject("Light"); Light lightComponent = light.AddComponent <Light> (); lightComponent.type = LightType.Spot; lightComponent.intensity = 1.5f; lightComponent.range = 30f; lightComponent.spotAngle = 135; light.transform.position = new Vector3(0f, 10f, 0f); light.transform.Rotate(90f, 0f, 0f); chuteMaterial = new PhysicMaterial("chuteMaterial"); chuteMaterial.dynamicFriction = 0f; chuteMaterial.staticFriction = 0f; chuteMaterial.frictionCombine = PhysicMaterialCombine.Minimum; totes = new List <GameObject> (); filePath = Application.dataPath + "\\resources\\FieldOutput\\"; reloadRobotInFrames = -1; }
public override void Load() { gunner1 = new Gunner { PadIndex = PlayerIndex.One, Color = Color.Red, Location = new Vector2(200, 0), Speed = 0.5f }; gunner2 = new Gunner { PadIndex = PlayerIndex.Two, Color = Color.Blue, Location = new Vector2(400, 0), Speed = 0.5f }; powerGenerator1 = new PowerGenerator(); powerGenerator2 = new PowerGenerator(); players.Add (gunner1); players.Add (gunner2); Size screenSize = new Size (Moxy.ScreenWidth, Moxy.ScreenHeight); camera = new DynamicCamera (); //camera.Targets.AddRange (new Player[] {gunner1, gunner2}); }
public void Contain(DynamicCamera camera) { var cameraPosition = camera.transform.position; cameraPosition.x = Mathf.Clamp(cameraPosition.x, leftLimit, rightLimit); cameraPosition.y = Mathf.Clamp(cameraPosition.y, bottomLimit, topLimit); camera.transform.position = cameraPosition; }
private void ReturnToMainState() { DynamicCamera dynamicCamera = UnityEngine.Camera.main.transform.GetComponent <DynamicCamera>(); dynamicCamera.SwitchCameraState(lastCameraState); GameObject.Destroy(moveArrows); StateMachine.PopState(); }
/// <summary> /// Find ALL the GUI stuff needed for the sensor GUI to work /// </summary> private void FindElements() { canvas = GameObject.Find("Canvas"); simUI = gameObject.GetComponent <SimUI>(); sensorManager = GameObject.Find("SensorManager").GetComponent <SensorManager>(); dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); toolkit = GameObject.Find("StateMachine").GetComponent <Toolkit>(); sensorOptionPanel = AuxFunctions.FindObject(canvas, "SensorOptionPanel"); sensorTypePanel = AuxFunctions.FindObject(canvas, "SensorTypePanel"); configureSensorButton = AuxFunctions.FindObject(canvas, "ConfigureSensorButton"); //For sensor option panel addSensorButton = AuxFunctions.FindObject(sensorOptionPanel, "AddNewSensor"); selectExistingButton = AuxFunctions.FindObject(sensorOptionPanel, "ConfigureExistingSensor"); cancelOptionButton = AuxFunctions.FindObject(sensorOptionPanel, "CancelButton"); sensorOptionToolTip = AuxFunctions.FindObject(sensorOptionPanel, "ToolTipPanel"); //For choosing sensor type addUltrasonicButton = AuxFunctions.FindObject(sensorTypePanel, "AddUltrasonic"); addBeamBreakerButton = AuxFunctions.FindObject(sensorTypePanel, "AddBeamBreaker"); addGyroButton = AuxFunctions.FindObject(sensorTypePanel, "AddGyro"); cancelTypeButton = AuxFunctions.FindObject(sensorTypePanel, "CancelButton"); //For Sensor position and attachment configuration configureSensorPanel = AuxFunctions.FindObject(canvas, "SensorConfigurationPanel"); changeSensorNodeButton = AuxFunctions.FindObject(configureSensorPanel, "ChangeNodeButton"); sensorConfigurationModeButton = AuxFunctions.FindObject(configureSensorPanel, "ConfigurationMode"); sensorNodeText = AuxFunctions.FindObject(configureSensorPanel, "NodeText").GetComponent <Text>(); cancelNodeSelectionButton = AuxFunctions.FindObject(configureSensorPanel, "CancelNodeSelectionButton"); deleteSensorButton = AuxFunctions.FindObject(configureSensorPanel, "DeleteSensorButton"); hideSensorButton = AuxFunctions.FindObject(configureSensorPanel, "HideSensorButton"); //For Sensor angle configuration sensorAnglePanel = AuxFunctions.FindObject(canvas, "SensorAnglePanel"); xAngleEntry = AuxFunctions.FindObject(sensorAnglePanel, "xAngleEntry"); yAngleEntry = AuxFunctions.FindObject(sensorAnglePanel, "yAngleEntry"); zAngleEntry = AuxFunctions.FindObject(sensorAnglePanel, "zAngleEntry"); showAngleButton = AuxFunctions.FindObject(configureSensorPanel, "ShowSensorAngleButton"); editAngleButton = AuxFunctions.FindObject(sensorAnglePanel, "EditButton"); //For range configuration sensorRangePanel = AuxFunctions.FindObject(canvas, "SensorRangePanel"); RangeEntry = AuxFunctions.FindObject(sensorRangePanel, "RangeEntry"); showRangeButton = AuxFunctions.FindObject(configureSensorPanel, "ShowSensorRangeButton"); editRangeButton = AuxFunctions.FindObject(sensorRangePanel, "EditButton"); rangeUnit = AuxFunctions.FindObject(sensorRangePanel, "RangeUnit").GetComponent <Text>(); lockPositionButton = AuxFunctions.FindObject(configureSensorPanel, "LockPositionButton"); lockAngleButton = AuxFunctions.FindObject(configureSensorPanel, "LockAngleButton"); lockRangeButton = AuxFunctions.FindObject(configureSensorPanel, "LockRangeButton"); showSensorButton = AuxFunctions.FindObject(canvas, "ShowOutputButton"); sensorOutputPanel = AuxFunctions.FindObject(canvas, "SensorOutputBorder"); robotCameraGUI = GameObject.Find("StateMachine").GetComponent <RobotCameraGUI>(); }
// Use this for initialization void Start() { playSpeed = 1; dynCam = Camera.main.GetComponent <DynamicCamera>(); originalPos = dynCam.CamPos; gm = GameObject.Find("GameManager").GetComponent <GameManager>(); }
// Update is called once per frame void Update() { if (dynamicCamera == null) { dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); } if (mainState == null) { mainState = stateMachine.GetComponent <StateMachine>().CurrentState as MainState; } }
private void Start() { FindGUIElements(); try { dynamicCamera = State.DynamicCameraObject.GetComponent <DynamicCamera>(); } catch (System.Exception) { dynamicCamera = null; } }
private void ReturnToMainState() { if (helpMenu.activeSelf) { CloseHelpMenu(); } DynamicCamera dynamicCamera = UnityEngine.Camera.main.transform.GetComponent <DynamicCamera>(); dynamicCamera.SwitchCameraState(lastCameraState); GameObject.Destroy(spawnIndicator); StateMachine.PopState(); }
/// <summary> /// Called after Awake() when the script instance is enabled. /// Initializes variables then loads the field and robot as well as setting up replay features. /// </summary> public override void Start() { //getting bullet physics information physicsWorld = BPhysicsWorld.Get(); ((DynamicsWorld)physicsWorld.world).SetInternalTickCallback(BRobotManager.Instance.UpdateRaycastRobots); lastFrameCount = physicsWorld.frameCount; //setting up replay Trackers = new List <Tracker>(); CollisionTracker = new CollisionTracker(this); //starts a new instance of unity packet which receives packets from the driver station unityPacket = new UnityPacket(); unityPacket.Start(); //loads all the controls Controls.Load(); //If a replay has been selected, load the replay. Otherwise, load the field and robot. string selectedReplay = PlayerPrefs.GetString("simSelectedReplay"); SpawnedRobots = new List <Robot>(); if (string.IsNullOrEmpty(selectedReplay)) { Tracking = true; Debug.Log(LoadField(PlayerPrefs.GetString("simSelectedField")) ? "Load field success!" : "Load field failed."); Debug.Log(LoadRobot(PlayerPrefs.GetString("simSelectedRobot")) ? "Load robot success!" : "Load robot failed."); int isMixAndMatch = PlayerPrefs.GetInt("MixAndMatch", 0); // 0 is false, 1 is true int hasManipulator = PlayerPrefs.GetInt("hasManipulator"); if (isMixAndMatch == 1 && hasManipulator == 1) { Debug.Log(LoadManipulator(PlayerPrefs.GetString("simSelectedManipulator")) ? "Load manipulator success" : "Load manipulator failed"); } } else { awaitingReplay = true; LoadReplay(selectedReplay); } //initializes the dynamic camera dynamicCameraObject = GameObject.Find("Main Camera"); dynamicCamera = dynamicCameraObject.AddComponent <DynamicCamera>(); DynamicCamera.MovingEnabled = true; sensorManager = GameObject.Find("SensorManager").GetComponent <SensorManager>(); sensorManagerGUI = GameObject.Find("StateMachine").GetComponent <SensorManagerGUI>(); robotCameraManager = GameObject.Find("RobotCameraList").GetComponent <RobotCameraManager>(); }
public void FinishGamepieceSpawn() { settingSpawn = 0; if (spawnIndicator != null) { Destroy(spawnIndicator); } if (lastCameraState != null) { DynamicCamera dynamicCamera = Camera.main.transform.GetComponent <DynamicCamera>(); dynamicCamera.SwitchCameraState(lastCameraState); lastCameraState = null; } //MainState.ControlsDisabled = false; }
public void StartGamepieceSpawn(int index) { if (definingRelease || definingIntake || addingGamepiece) { Debug.Log("User Error"); //Message Manager already dispatches error message to user } else if (settingSpawn == 0) { if (GameObject.Find(gamepieceNames[index]) != null) { if (spawnIndicator != null) { Destroy(spawnIndicator); } if (spawnIndicator == null) { spawnIndicator = Instantiate(AuxFunctions.FindObject(gamepieceNames[index]).GetComponentInParent <BRigidBody>().gameObject, new UnityEngine.Vector3(0, 3, 0), UnityEngine.Quaternion.identity); spawnIndicator.name = "SpawnIndicator"; Destroy(spawnIndicator.GetComponent <BRigidBody>()); if (spawnIndicator.transform.GetChild(0) != null) { spawnIndicator.transform.GetChild(0).name = "SpawnIndicatorMesh"; } Renderer render = spawnIndicator.GetComponentInChildren <Renderer>(); render.material.shader = Shader.Find("Transparent/Diffuse"); Color newColor = render.material.color; newColor.a = 0.6f; render.material.color = newColor; } spawnIndicator.transform.position = gamepieceSpawn[index]; settingSpawn = index + 1; DynamicCamera dynamicCamera = Camera.main.transform.GetComponent <DynamicCamera>(); lastCameraState = dynamicCamera.cameraState; dynamicCamera.SwitchCameraState(new DynamicCamera.SateliteState(dynamicCamera)); //MainState.ControlsDisabled = true; } else { UserMessageManager.Dispatch("You must define the gamepiece first!", 5f); } } else { FinishGamepieceSpawn(); //if already setting spawn, end editing process } }
void Awake() { StartCoroutine(OnGameStateChange(GameState)); StartCoroutine(OnStartupDoneEvent()); StartCoroutine(OnCocktailModes(selectedCocktailModes.Count)); StartCoroutine(OnSequenceChangement(ModeSequenceType)); StartCoroutine(OnEnvironementChromaChangement(environementChroma)); SetupRewiredPlayers(); ReInput.ControllerConnectedEvent += (ControllerStatusChangedEventArgs obj) => UpdateGamepadList(); ReInput.ControllerDisconnectedEvent += (ControllerStatusChangedEventArgs obj) => UpdateGamepadList(); //OnPlaying += UpdateGamepadList; OnMenu += UpdateGamepadList; LoadModeManager.Instance.OnLevelUnloaded += UpdateGamepadList; OnPlaying += () => SetMouseVisibility(); OnRestartMode += () => SetMouseVisibility(); OnPlaying += UpdatePlayedModes; OnMenu += () => Startup = StartupType.Wave; OnEndMode += () => Startup = StartupType.Delayed; OnEnvironementChromaChange += SetPlayerMouseCursor; MenuManager.Instance.OnStartModeClick += UpdateGamepadList; MenuManager.Instance.OnStartModeClick += CreateAIs; SetPlayerMouseCursor(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); screenShakeCamera = mainCamera.GetComponent <ScreenShakeCamera>(); zoomCamera = mainCamera.GetComponent <ZoomCamera>(); dynamicCamera = mainCamera.GetComponent <DynamicCamera>(); menuCameraMovement = mainCamera.GetComponent <MenuCameraMovement>(); slowMotionCamera = mainCamera.GetComponent <SlowMotionCamera>(); fixedDeltaTime = Time.fixedDeltaTime; fixedDeltaFactor = 1 / fixedDeltaTime; GraphicsQualityManager.Instance.OnFixedDeltaTimeChange += (x) => { fixedDeltaTime = x; fixedDeltaFactor = 1 / fixedDeltaTime; }; LoadEnvironementChroma(); }
private void Update() { //Find the dynamic camera if (dynamicCamera == null) { dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); } //When the current sensor is ready to be configured, call its UpdateTransformFunction and update its angle, range & node text in the corresponding panels if (currentSensor != null && currentSensor.IsChangingPosition) { currentSensor.UpdateTransform(); sensorNodeText.text = "Current Node: " + currentSensor.transform.parent.gameObject.name; UpdateSensorAnglePanel(); UpdateSensorRangePanel(); } }
// Use this for initialization void Start() { unityPacket = new UnityPacket(); unityPacket.Start(); Debug.Log(LoadField(PlayerPrefs.GetString("Field")) ? "Load field success!" : "Load field failed."); Debug.Log(LoadRobot(PlayerPrefs.GetString("Robot")) ? "Load robot success!" : "Load robot failed."); dynamicCamera = GameObject.Find("Main Camera").AddComponent <DynamicCamera>(); extraElements = new List <GameObject>(); random = new System.Random(); resetting = false; }
private void Update() { //Find the dynamic camera if (dynamicCamera == null) { dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); } //When the current sensor is ready to be configured, call its UpdateTransformFunction and update its angle, range & node text in the corresponding panels if (currentSensor != null && currentSensor.IsChangingPosition) { currentSensor.UpdateTransform(); UpdateSensorAnglePanel(); UpdateSensorRangePanel(); } //If an increment button is held, increment range or angle if (changingRange) { float temp = currentSensor.GetSensorRange() + rangeIncrement * rangeSign; currentSensor.SetSensorRange(temp >= 0 ? temp : 0); UpdateSensorRangePanel(); } else if (currentSensor != null && currentSensor.IsChangingRange) { SyncSensorRange(); } if (changingAngle) { if (changingAngleX) { currentSensor.RotateTransform(angleIncrement * angleSign, 0, 0); } else if (changingAngleY) { currentSensor.RotateTransform(0, angleIncrement * angleSign, 0); } else if (changingAngleZ) { currentSensor.RotateTransform(0, 0, angleIncrement * angleSign); } UpdateSensorAnglePanel(); } else if (currentSensor != null && currentSensor.IsChangingAngle) { SyncSensorAngle(); } }
private void Update() { if (toolkit == null) { camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); toolkit = GetComponent <Toolkit>(); multiplayer = GetComponent <LocalMultiplayer>(); sensorManagerGUI = GetComponent <SensorManagerGUI>(); FindElements(); } else if (camera == null) { camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); } else { UpdateWindows(); if (UnityEngine.Input.GetKeyDown(KeyCode.Escape) && !InputControl.freeze) { if (!exitPanel.activeSelf) { if (GameObject.Find("Dropdown List")) { GameObject.Destroy(GameObject.Find("Dropdown List")); } MainMenuExit("open"); } else { MainMenuExit("cancel"); } } if (KeyButton.Binded() && inputPanelOn) { ShowBindedInfoPanel(); } } HighlightTabs(); if (State.isEmulationDownloaded) { emulationTab.SetActive(true); } }
//New keywords is used to hide the default Unity camera keyword for this one. void Start() { state = 0; round = 1; timer = 90f; scores[0] = 0; scores[1] = 0; currPlayer = 0; currCreator = 1; ranTwice = false; playerReachedEnd = false; roundStarted = false; if (maxRounds <= 0) { maxRounds = 5; } spawnedContainer = transform.FindChild("spawnedContainer").gameObject; camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); scoreboardCanvas = Instantiate(scoreboardCanvas); scoreboard = scoreboardCanvas.transform.FindChild("Scoreboard").GetComponent <Scoreboard>(); scoreboardCanvas.SetActive(false); SettingsManager = GameObject.Find("SettingsHolder").GetComponent <MatchSettingsHolder> (); player1Color = SettingsManager.player1Color; player2Color = SettingsManager.player2Color; twoControllers = SettingsManager.useTwoControllers; mapSlectionUI = GameObject.Find("MapSelectionCanvas").GetComponent <MapSelection>(); mapSlectionUI.gameObject.SetActive(false); selectingMap = false; maxRounds = SettingsManager.rounds; randomMaps = SettingsManager.randomMaps; //set up music objects createSource = GameObject.Find("CreatorMusic").GetComponent <AudioSource>(); runnerSource = GameObject.Find("PlayerMusic").GetComponent <AudioSource>(); menuSource = GameObject.Find("MenuMusic").GetComponent <AudioSource>(); startMusic = true; createSource.Play(); AudioSource temp = GameObject.Find("BackgroundMusic").GetComponent <AudioSource>(); temp.Stop(); }
private void Update() { if (main == null) { main = StateMachine.Instance.FindState <MainState>(); } else if (dpm == null) { camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); toolkit = GetComponent <Toolkit>(); dpm = GetComponent <DriverPracticeMode>(); multiplayer = GetComponent <LocalMultiplayer>(); sensorManagerGUI = GetComponent <SensorManagerGUI>(); FindElements(); } else if (camera == null) { camera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); } else { UpdateWindows(); if (Input.GetKeyDown(KeyCode.Escape)) { if (StateMachine.Instance.CurrentState.GetType().Equals(typeof(MainState))) { if (!exitPanel.activeSelf) { MainMenuExit("open"); } else { MainMenuExit("cancel"); } } } if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.H)) { TogglePanel(toolbar); } } }
/// <summary> /// Called after Awake() when the script instance is enabled. /// Initializes variables then loads the field and robot as well as setting up replay features. /// </summary> public override void Start() { //getting bullet physics information physicsWorld = BPhysicsWorld.Get(); lastFrameCount = physicsWorld.frameCount; //setting up replay Trackers = new List <Tracker>(); contactPoints = new FixedQueue <List <ContactDescriptor> >(Tracker.Length); //starts a new instance of unity packet which receives packets from the driver station unityPacket = new UnityPacket(); unityPacket.Start(); //loads all the controls Controls.Load(); //If a replay has been selected, load the replay. Otherwise, load the field and robot. string selectedReplay = PlayerPrefs.GetString("simSelectedReplay"); SpawnedRobots = new List <Robot>(); if (string.IsNullOrEmpty(selectedReplay)) { tracking = true; Debug.Log(LoadField(PlayerPrefs.GetString("simSelectedField")) ? "Load field success!" : "Load field failed."); Debug.Log(LoadRobot(PlayerPrefs.GetString("simSelectedRobot")) ? "Load robot success!" : "Load robot failed."); int isMixAndMatch = PlayerPrefs.GetInt("MixAndMatch", 1); //0 is true, 1 is false if (isMixAndMatch == 0 && MixAndMatchMode.hasManipulator) { Debug.Log(LoadManipulator(PlayerPrefs.GetString("simSelectedManipulator")) ? "Load manipulator success" : "Load manipulator failed"); } } else { awaitingReplay = true; LoadReplay(selectedReplay); } //initializes the dynamic camera dynamicCameraObject = GameObject.Find("Main Camera"); dynamicCamera = dynamicCameraObject.AddComponent <DynamicCamera>(); DynamicCamera.MovingEnabled = true; }
public override void OnFocus() { Camera = new DynamicCamera (); Camera.UseBounds = true; Camera.MinimumSize = new Size (800, 600); Camera.Position = new Vector2 (0, 0); MapBuilder builder = new Map3Builder (); Map = builder.Build (); Map.ViewCamera = Camera; //Map = new MapRoot (128, 128, 64, 64, Moxy.ContentManager.Load<Texture2D> ("fantasytileset"), Camera); //InitializeBaseLayer (0); drawUI = true; IsFocused = true; }
public override void OnFocus() { MapBuilder builder = new Map1Builder (); map = builder.Build (); //map = new MapRoot (64, 64, 64, 64, Moxy.ContentManager.Load<Texture2D> ("tileset")); //InitializeBaseLayer (16); camera = new DynamicCamera(); camera.UseBounds = true; camera.MinimumSize = new Size(800, 600); camera.Position = new Vector2(0, 0); map.ViewCamera = camera; }
private void LoadMap() { camera = new DynamicCamera (); camera.MinimumSize = new Size (800, 600); camera.UseBounds = true; map = new MapRoot(128, 128, 64, 64, Moxy.ContentManager.Load<Texture2D>("tileset"), camera); map = Moxy.Maps[0].Build (); texture = new Texture2D (Moxy.Graphics, 1, 1); texture.SetData (new[] { new Color (0, 0, 0, map.AmbientColor.A) }); }
private void LoadMap() { camera = new DynamicCamera (); camera.MinimumSize = new Size (800, 600); camera.UseBounds = true; map = new MapRoot(128, 128, 64, 64, new [] { "tileset" }, camera); map = Moxy.Maps[0].Build (); map.EnableCollision = false; texture = new Texture2D (Moxy.Graphics, 1, 1); texture.SetData (new[] { new Color (0, 0, 0, map.AmbientColor.A) }); }