Example #1
0
    //################ UNITY START() ################################
    void Start()
    {
        // Yet another neccessary step in the linking process ^^ ------------------------------------|
#if UNITY_EDITOR
        //==============
        // ====================
        // Let him do this. UNITY FAIL OTHERWISE
        dummy_function(0); //====================
                           // ====================
                           //==============

        // ## Open native library
        libraryHandle = OpenLibrary(Application.dataPath + LIB_PATH);
        Debug.Log("lib handle?? ->" + libraryHandle);

        // ## Assign the delegate pointer whatever from libraryHandel to the dll-func name. ##

        Init = GetDelegate <Init_Delegate>(libraryHandle, "Init");                      // func 1

        MonoUpdate = GetDelegate <MonoUpdate_Delegate>(libraryHandle, "MonoUpdate");    // func 2

        ImageUpdate = GetDelegate <ImageUpdate_Delegate>(libraryHandle, "ImageUpdate"); // func 3

        Shutdown = GetDelegate <Shutdown_Delegate>(libraryHandle, "Shutdown");          // func 4
#endif
        // -------------------------------------------------------------------------------------------|
        // Go ahead! Play with your C++ functions.

        Debug.Log("init: " + Init());



        // C# CITY
        P_sum          = Vector3.zero;
        CF_pos         = Vector3.zero;
        LF_pos         = CF_pos;
        CF_normal      = Vector3.zero;
        LF_normal      = Vector3.zero;
        LF_pointSet    = Matrix4x4.identity;
        CF_pointSet    = Matrix4x4.identity;
        dummyGO        = new GameObject("dummy");
        LF_StartEnd[0] = Vector3.zero;
        LF_StartEnd[1] = Vector3.zero;


        foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[])
        {
            if (!EditorUtility.IsPersistent(go.transform.root.gameObject) && !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave))
            {
                if (go.tag.Equals("fingerBall"))
                {
                    fingerBallsInScene.Add(go);
                    Debug.Log("Interactable gameObject Added to List!: " + go.name);
                }
            }
        }
    }
Example #2
0
    //################ UNITY START() ################################
    void Start()
    {
        //GameObject createdplane = GameObject.CreatePrimitive(PrimitiveType.Plane);



        objectsInSceneboi = new List <GameObject>();

        objectsInSceneboi = GetAllObjectsOnlyInScene();

        Debug.Log("Alla GameObejcts i Scenen boi: " + objectsInSceneboi.Count);

        GO = new GameObject();

        plane = WhoIsPlane();//-new (3/7)
        if (plane == null)
        {
            print("Aj Aj Senjor");
        }


        // Yet another neccessary step in the linking process ^^ ------------------------------------|
#if UNITY_EDITOR
        //==============
        // ====================
        // Let him do this. UNITY FAIL OTHERWISE
        dummy_function(0);//====================
        // ====================
        //==============

        // ## Open native library
        libraryHandle = OpenLibrary(Application.dataPath + LIB_PATH);
        Debug.Log("lib handle?? ->" + libraryHandle);

        // ## Assign the delegate pointer whatever from libraryHandel to the dll-func name. ##

        Init = GetDelegate <Init_Delegate>(libraryHandle, "Init");                      // func 1

        MonoUpdate = GetDelegate <MonoUpdate_Delegate>(libraryHandle, "MonoUpdate");    // func 2

        ImageUpdate = GetDelegate <ImageUpdate_Delegate>(libraryHandle, "ImageUpdate"); // func 3

        Shutdown = GetDelegate <Shutdown_Delegate>(libraryHandle, "Shutdown");          // func 4
#endif
        // -------------------------------------------------------------------------------------------|
        // Go ahead! Play with your C++ functions.

        Debug.Log("init: " + Init());

        mZCoord = Camera.main.WorldToScreenPoint(gameObject.transform.position).z;
        // Store offset = gameobject world pos - mouse world pos
        //mOffset = gameObject.transform.position - GetFingerAsWorldPoint();
        speed = 0.6f;
    }
    //################ UNITY START() ################################
    void Start()
    {
        objectsInSceneboi = new List <GameObject>();
        old_dll_xyz       = Vector3.one;
        objectsInSceneboi = GetAllObjectsOnlyInScene();

        Destroy(gameObject.transform.GetComponent <Rigidbody>());

        Debug.Log("Alla GameObejcts i Scenen boi: " + objectsInSceneboi.Count);

        puzzleP = GameObject.Find("puzzle_piece");
        puzzleP.GetComponent <Rigidbody>().isKinematic = true;
        GO       = new GameObject();
        thumbGO  = GiveMeThumbGO();
        middleGO = GiveMeMiddleGO();

        // Yet another neccessary step in the linking process ^^ ------------------------------------|
#if UNITY_EDITOR
        //==============
        // ====================
        // Let him do this. UNITY FAIL OTHERWISE
        dummy_function(0); //====================
                           // ====================
                           //==============

        // ## Open native library
        libraryHandle = OpenLibrary(Application.dataPath + LIB_PATH);
        Debug.Log("lib handle?? ->" + libraryHandle);

        // ## Assign the delegate pointer whatever from libraryHandel to the dll-func name. ##

        Init = GetDelegate <Init_Delegate>(libraryHandle, "Init");                      // func 1

        MonoUpdate = GetDelegate <MonoUpdate_Delegate>(libraryHandle, "MonoUpdate");    // func 2

        ImageUpdate = GetDelegate <ImageUpdate_Delegate>(libraryHandle, "ImageUpdate"); // func 3

        Shutdown = GetDelegate <Shutdown_Delegate>(libraryHandle, "Shutdown");          // func 4
#endif
        // -------------------------------------------------------------------------------------------|
        // Go ahead! Play with your C++ functions.

        Debug.Log("init: " + Init());

        update = MonoUpdate();
        OPTask = Task <float> .Factory.StartNew(() => FingerUpdate());

        print("OPTask started: " + OPTask.Result);
    }
    //################ UNITY START() ################################
    void Start()
    {
        objectsInScene = new List <GameObject>();
        objectsInScene = GetAllObjectsOnlyInScene();
        Debug.Log("Alla GameObejcts i Scenen boi: " + objectsInScene.Count);

        GO            = new GameObject();
        thumbGO       = GiveMeThumbGO();
        middleGO      = GiveMeMiddleGO();
        canvasLeftGO  = GiveMeLeftCanvasGO();
        canvasRightGO = GiveMeRightCanvasGO();

        // Yet another neccessary step in the linking process ^^ ------------------------------------|
#if UNITY_EDITOR
        //==============
        // ====================
        // Let him do this. UNITY FAIL OTHERWISE
        dummy_function(0); //====================
                           // ====================
                           //==============

        // ## Open native library
        libraryHandle = OpenLibrary(Application.dataPath + LIB_PATH);
        Debug.Log("lib handle?? ->" + libraryHandle);

        // ## Assign the delegate pointer whatever from libraryHandel to the dll-func name. ##

        Init = GetDelegate <Init_Delegate>(libraryHandle, "Init");                      // func 1

        MonoUpdate = GetDelegate <MonoUpdate_Delegate>(libraryHandle, "MonoUpdate");    // func 2

        ImageUpdate = GetDelegate <ImageUpdate_Delegate>(libraryHandle, "ImageUpdate"); // func 3

        Shutdown = GetDelegate <Shutdown_Delegate>(libraryHandle, "Shutdown");          // func 4
#endif
        // -------------------------------------------------------------------------------------------|
        // Go ahead! Play with your C++ functions.

        Debug.Log("init: " + Init());
    }