void Start() { motionBase = GameObject.FindGameObjectWithTag("Player"); if (motionBase != null) { guiArrows = motionBase.GetComponentInChildren <GUIArrows>(); cameraFade = motionBase.GetComponentInChildren <VRCameraFade>(); HeadTriggerEventScript ht = motionBase.GetComponentInChildren <HeadTriggerEventScript>(); if (ht != null) { ht.OnHeadTriggered += ht_OnHeadTriggered; } } if (guiArrows != null) { guiArrows.Hide(); } recorder = GetComponent <RecordingServiceBehavior>(); //Don't destroy the motion tracking base when you load the lobby DontDestroyOnLoad(motionBase); DontDestroyOnLoad(this.gameObject); originalTrafficChangeDelay = trafficLightChangeDelay; //load lobby SceneManager.LoadScene(1); }
private IEnumerator StartPhase() { // Make sure the Outro UI is not being shown and the intro UI is. StartCoroutine(m_UIController.ShowIntroUI()); StartCoroutine(m_UIController.HideOutroUI()); m_CameraContainer.transform.position = new Vector3(0, 0, 0); // To make sure the user is facing the right way show the arrows. m_GuiArrows.Show(); // Turn off the fog whilst showing the intro. RenderSettings.fog = false; // Make sure the game is stopped for the flyer's health. m_HealthController.StopGame(); // Since a selection slider is being used, hide the radial and show the reticle. m_SelectionSlider.gameObject.SetActive(true); m_SelectionRadial.Hide(); m_Reticle.Show(); m_FlyerMovementController.m_Speed = 70f; m_flyerPlayership.SetActive(false); // The user should hold Fire1 for the selection slider so turn on warnings for tapping. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // In order wait for the selection slider to fill, then the intro UI to hide, then the camera to fade out. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); yield return(StartCoroutine(m_UIController.HideIntroUI())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Once the screen has faded out, we can hide UI elements we don't want to see anymore like the arrows and reticle. m_GuiArrows.Hide(); m_Reticle.Hide(); // Turn the fog back on so spawned objects won't appear suddenly. RenderSettings.fog = true; // The user now needs to tap to fire so turn off the warnings. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Now wait for the screen to fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); }
private IEnumerator StartPhase() { // Make sure the Outro UI is not being shown and the intro UI is. StartCoroutine(m_UIController.ShowIntroUI()); StartCoroutine(m_UIController.HideOutroUI()); // To make sure the user is facing the right way show the arrows. m_GuiArrows.Show(); // Turn off the fog whilst showing the intro. RenderSettings.fog = false; // Make sure the game is stopped for the flyer's health. m_HealthController.StopGame(); // Since a selection slider is being used, hide the radial and show the reticle. m_SelectionRadial.Hide(); m_Reticle.Show(); // In order wait for the selection slider to fill, then the intro UI to hide, then the camera to fade out. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); yield return(StartCoroutine(m_UIController.HideIntroUI())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Once the screen has faded out, we can hide UI elements we don't want to see anymore like the arrows and reticle. m_GuiArrows.Hide(); m_Reticle.Hide(); // Turn the fog back on so spawned objects won't appear suddenly. RenderSettings.fog = true; // Now wait for the screen to fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); }
// Use this for initialization void Start() { guiArrows = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <GUIArrows>(); if (guiArrows != null) { Debug.Log("found gui arrows"); guiArrows.Hide(); } if (targetOne != null && targetTwo != null) { targetOneImage = targetOne.GetComponentInChildren <Image>(); targetTwoImage = targetTwo.GetComponentInChildren <Image>(); targetOneImage.CrossFadeAlpha(0.0f, 0.1f, true); targetTwoImage.CrossFadeAlpha(0.0f, 0.1f, true); targetOne.SetActive(false); targetTwo.SetActive(false); } }