Example #1
0
    // Called when the user points to the object
    private void HandleOver()
    {
        // If the options menu is not active...
        if (!m_PauseMenuIsActive)
        {
            m_GazeOver = true;
            m_SelectionRadial.Show();

            // If the description is not playing...
            if (!m_DescriptionAudio.isPlaying && !m_SubtitlesPlaying && !(m_GazeAudio.isPlaying && m_GazeAudio.clip.name == m_OnFilledClip.name))
            {
                // If the messages option is enabled, displays the interact message
                if (m_MessagesEnabled)
                {
                    m_Messages.text = m_InteractMessage;
                }

                // If the interaction sounds option is enabled...
                if (m_SoundEffectsEnabled)
                {
                    // ... and the clip is not already playing, plays the clip
                    if (!m_GazeAudio.isPlaying)
                    {
                        m_GazeAudio.clip = m_OnOverClip;
                        m_GazeAudio.Play();
                    }
                }
            }
            // If the description is playing and the messages option is enabled, displays the cancel message
            else if (m_MessagesEnabled)
            {
                m_Messages.text = m_CancelMessage;
            }
        }
    }
    // Called when the user points to the object
    private void HandleOver()
    {
        // If the options menu is not active...
        if (!m_PauseMenuIsActive)
        {
            m_GazeOver = true;
            m_SelectionRadial.Show();

            // If the messages option is enabled, displays the interact message
            if (m_MessagesEnabled)
            {
                m_Messages.text = m_InteractMessage;
            }

            // If the interaction sounds option is enabled...
            if (m_SoundEffectsEnabled)
            {
                // ... and the clip is not already playing, plays the clip
                if (!m_GazeAudio.isPlaying)
                {
                    m_GazeAudio.clip = m_OnOverClip;
                    m_GazeAudio.Play();
                }
            }
        }
    }
Example #3
0
        private IEnumerator EndPhase()
        {
            m_FlyerMovementController.m_Speed = 70f;

            // Wait for the camera to fade out.
            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false)));

            // Show the required UI like the arrows and the radial.
            m_GuiArrows.Show();
            m_SelectionRadial.Show();

            m_CameraRender.postProcessMaterial.SetFloat("_ColorThreshold", 0f);

            // Turn off the fog.
            RenderSettings.fog = false;


            // Show the outro UI.
            StartCoroutine(m_UIController.ShowOutroUI());

            // Start the game audio.
            foreach (var audioEvent in m_AudioEventArray)
            {
                audioEvent.GetComponent <AudioSource>().Stop();
            }

            m_SwimAudioEvent.Stop();

            // Stop the various controllers.
            m_AlignmentChecker.StopGame();
            m_HealthController.StopGame();
            m_FlyerMovementController.StopGame();
            m_FlyerLaserController.StopGame();
            m_EnvironmentController.StopEnvironment();
            Debug.Log("END");

            m_CameraContainer.transform.position = new Vector3(0, 0, 10000);

            // The user needs to fill the radial to continue so turn the tap warnings back on.
            m_InputWarnings.TurnOnDoubleTapWarnings();
            m_InputWarnings.TurnOnSingleTapWarnings();

            // In order, wait for the screen to fade in, then wait for the user to fill the radial.
            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false)));

            yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill()));

            // Turn the warnings off now the user has filled the radial.
            m_InputWarnings.TurnOffDoubleTapWarnings();
            m_InputWarnings.TurnOffSingleTapWarnings();

            // Hide the arrows.
            m_GuiArrows.Hide();

            // Wait for the outro UI to hide.
            yield return(StartCoroutine(m_UIController.HideOutroUI()));

            // Turn the fog back on.
            RenderSettings.fog = true;
        }
Example #4
0
    }                                                                       // Prop for public access of gaze mode


    // Calls function handler depending on the Gaze mode
    public void HandleOver(GameObject obj)
    {
        // Make sure no UI is currrently showing
        if (!UIController.Instance.Showing)
        {
            // Show selection radial and activate gazeOver
            selectionRadial.Show();
            obj.GetComponent <Gaze>().GazeOver = true;

            switch (mode)
            {
            case GazeMode.INFO:
                // Highlight all animals
                // Highlight(obj);

                // TODO: Fix this to validate if the game object has a Move script
                // Get Move Script from the gazed game object then set the isMoving to FALSE;
                if (obj.GetComponent <Move>() != null)
                {
                    obj.GetComponent <Move>().isMoving = false;
                }
                break;

            case GazeMode.GAME:
                break;

            case GazeMode.MENU:
                break;

            default:
                Debug.LogError("Invalid gaze mode!");
                break;
            }
        }
    }
Example #5
0
        private IEnumerator EndPhase()
        {
            // Wait for the camera to fade out.
            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false)));

            // Show the required UI like the arrows and the radial.
            m_GuiArrows.Show();
            m_SelectionRadial.Show();

            // Turn off the fog.
            RenderSettings.fog = false;

            // Show the outro UI.
            StartCoroutine(m_UIController.ShowOutroUI());

            // Stop the various controllers.
            m_AlignmentChecker.StopGame();
            m_HealthController.StopGame();
            m_FlyerMovementController.StopGame();
            m_EnvironmentController.StopEnvironment();

            // In order, wait for the screen to fade in, then wait for the user to fill the radial.
            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false)));

            yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill()));

            // Hide the arrows.
            m_GuiArrows.Hide();

            // Wait for the outro UI to hide.
            yield return(StartCoroutine(m_UIController.HideOutroUI()));

            // Turn the fog back on.
            RenderSettings.fog = true;
        }
Example #6
0
 private void HandleOver()
 {
     m_SelectionRadial.Show();
     m_SelectionRadial.HandleDown();
     m_GazeOver = true;
     gameObject.GetComponent <Renderer>().material = m_OverMaterialReplay;
 }
Example #7
0
        private void HandleOver()
        {
            // When the user looks at the rendering of the scene, show the radial.
            m_SelectionRadial.Show();

            m_GazeOver = true;
        }
Example #8
0
        private void HandleOver()
        {
            // When the user looks at the rendering of the scene, show the radial.
            m_SelectionRadial.Show();

            m_GazeOver = true;
            StartCoroutine(LoadNextRoom());
        }
Example #9
0
    private void HandleOver()
    {
        m_SelectionRadial.Show();
        Texture nextTex2 = Resources.Load("next/next2") as Texture;

        nextMat.SetTexture("_MainTex", nextTex2);
        m_GazeOver = true;
    }
Example #10
0
 private void HandleOver()
 {
     Debug.Log("Show over state");
     m_GazeOver = true;
     m_SelectionRadial.Show();
     m_Renderer.material = m_OverMaterial;
     m_Audio.clip        = m_OnOverClip;
     m_Audio.Play();
 }
Example #11
0
    private void HandleOver()
    {
        transform.DOScale(new Vector3(1.1f, 1.1f, 1), 0.5f).SetEase(Ease.InOutSine);

        // When the user looks at the rendering of the scene, show the radial.
        m_SelectionRadial.Show();

        m_GazeOver = true;
    }
Example #12
0
        private void HandleOver()
        {
            // When the user looks at the rendering of the scene, show the radial.
            m_SelectionRadial.Show();

            m_GazeOver = true;
            StartCoroutine(ActivateButton());
            //SceneManager.LoadScene("VrBeach");
        }
Example #13
0
 private void HandleOver()
 {
     // When the user looks at the rendering of the scene, show the radial.
     if (attachedButton.interactable == true)
     {
         timeAtGaze = Time.realtimeSinceStartup;
         m_SelectionRadial.Show();
         m_GazeOver = true;
     }
 }
Example #14
0
 private void HandleOver()
 {
     // When the user looks at the rendering of the scene, show the radial.
     m_SelectionRadial.Show();
     m_GazeOver = true;
     if (sunScript != null)
     {
         sunScript.enabled = true;
     }
 }
Example #15
0
    private void HandleOver()
    {
        // When the user looks at the rendering of the scene, show the radial.
        m_SelectionRadial.Show();

        Texture nextTex2 = Resources.Load("next/next2") as Texture;

        //nextMat.SetTexture("_MainTex", nextTex2);
        this.GetComponent <Renderer>().material.mainTexture = nextTex2;
        m_GazeOver = true;
    }
Example #16
0
    private void HandleOver()
    {
        if (!isSelected)
        {
            m_SelectionRadial.Show();
            m_SelectionRadial.HandleDown();
            m_GazeOver = true;

            gameObject.GetComponent <Renderer>().material = m_LevelBtn_Sel;
        }
    }
Example #17
0
    private void HandleOver()
    {
        // When the user looks at the rendering of the scene, show the radial.
        m_SelectionRadial.Show();

        m_GazeOver = true;

        CurrentSprite = HoverSprite;
        //m_ButtonImage.sprite = CurrentSprite;
        updateSprite();
        //print (CurrentSprite.textureRect);
    }
    // Called when the user points to the button
    private void HandleOver()
    {
        m_GazeOver = true;
        m_SelectionRadial.Show();

        // Sets the button color to the same color, but highlighted
        m_ButtonImage.color = new Color(m_ButtonImage.color.r, m_ButtonImage.color.g, m_ButtonImage.color.b, m_AroundAlpha);

        // If the interaction sounds option is enabled...
        if (m_SoundEffectsEnabled)
        {
            // ... and the clip is not already playing, plays the clip
            if (!m_GazeAudio.isPlaying)
            {
                m_SelectionRadial.Show();

                m_GazeAudio.clip = m_OnOverClip;
                m_GazeAudio.Play();
            }
        }
    }
Example #19
0
    public void OnPointerEnter(PointerEventData eventData)
    {
        Debug.Log("OnPointerEnter:");
        //记录位置
        pEventData = eventData;
        pEventData.pressPosition       = eventData.position;
        pEventData.pointerPressRaycast = eventData.pointerCurrentRaycast;

        //显示圈圈
        m_SelectionRadial.Show();
        m_SelectionRadial.HandleDown();
        m_GazeOver = true;
    }
Example #20
0
    //Handle the Over event
    private void HandleOver()
    {
        //if (!UIController.Instance.isInfo)
        //{
        m_SelectionRadial.Show();
        m_GazeOver = true;

        //foreach (GameObject obj in objects)
        //{
        //var renderer = obj.GetComponent<MeshRenderer>();
        //renderer.material = outlineMaterial;
        //}
        //}
    }
Example #21
0
 private void HandleOver()
 {
     //if (mpc.m_VideoControl.activeSelf)
     //{
     //    gameObject.GetComponent<Renderer>().material = m_OverMaterialPause;
     //}
     //else
     //{
     //    gameObject.GetComponent<Renderer>().material = m_OverMaterialPlay;
     //}
     m_SelectionRadial.Show();
     m_SelectionRadial.HandleDown();
     m_GazeOver = true;
 }
Example #22
0
    private void HandleOver()
    {
        m_SelectionRadial.Show();
        m_SelectionRadial.HandleDown();
        m_GazeOver = true;

        if (mpc.m_CurrentState == MEDIAPLAYER_STATE.PLAYING)
        {
            gameObject.GetComponent <Renderer>().material = m_OverMaterialPause;
        }
        else
        {
            gameObject.GetComponent <Renderer>().material = m_OverMaterialPlay;
        }
    }
Example #23
0
        private IEnumerator EndPhase()
        {
            if (m_EyeRaycaster != null)
            {
                m_EyeRaycaster.ShowLineRenderer = true;
            }

            // Wait for the camera to fade out.
            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false)));

            // Show the required UI like the arrows and the radial.
            m_GuiArrows.Show();
            m_SelectionRadial.Show();

            // Turn off the fog.
            RenderSettings.fog = false;

            // Show the outro UI.
            StartCoroutine(m_UIController.ShowOutroUI());

            // Stop the various controllers.
            m_AlignmentChecker.StopGame();
            m_HealthController.StopGame();
            m_FlyerMovementController.StopGame();
            m_EnvironmentController.StopEnvironment();

            // The user needs to fill the radial to continue so turn the tap warnings back on.
            m_InputWarnings.TurnOnDoubleTapWarnings();
            m_InputWarnings.TurnOnSingleTapWarnings();

            // In order, wait for the screen to fade in, then wait for the user to fill the radial.
            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false)));

            yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill()));

            // Turn the warnings off now the user has filled the radial.
            m_InputWarnings.TurnOffDoubleTapWarnings();
            m_InputWarnings.TurnOffSingleTapWarnings();

            // Hide the arrows.
            m_GuiArrows.Hide();

            // Wait for the outro UI to hide.
            yield return(StartCoroutine(m_UIController.HideOutroUI()));

            // Turn the fog back on.
            RenderSettings.fog = true;
        }
Example #24
0
    //Handle the Over event
    private void HandleOver()
    {
        if (!UIController.Instance.Showing)
        {
            m_SelectionRadial.Show();
            m_GazeOver = true;

            if (IsInfo)
            {
                foreach (GameObject obj in objects)
                {
                    if (obj.GetComponent <SkinnedMeshRenderer>() == null)
                    {
                        var renderer = obj.GetComponent <MeshRenderer>();
                        renderer.material             = outlineMaterial;
                        renderer.material.mainTexture = originalTexture;
                    }
                    else
                    {
                        var renderer = obj.GetComponent <SkinnedMeshRenderer>();
                        renderer.material             = outlineMaterial;
                        renderer.material.mainTexture = originalTexture;
                    }

                    if (GetComponent <Move>() != null)
                    {
                        Debug.Log("isMoving False");
                        GetComponent <Move>().isMoving = false;
                    }
                }
            }
            else
            {
                m_Renderer.material             = outlineMaterial;
                m_Renderer.material.mainTexture = originalTexture;
                Hover();
            }
        }
    }
Example #25
0
    // Update is called once per frame
    void Update()
    {
        if (m_InteractiveItem.IsOver == true)
        {
            m_SelectionRadial.Show();

            if (lastScrollerStatus == false)
            {
                momentOnView = Time.realtimeSinceStartup;
            }

            OnScrolling();
        }


        if (m_InteractiveItem.IsOver == false && lastScrollerStatus == true)
        {
            m_SelectionRadial.Hide();
        }



        lastScrollerStatus = m_InteractiveItem.IsOver;
    }
 private void HandleOver()
 {
     selectionRadial.Show();
 }
Example #27
0
        private void HandleOver()
        {
            m_SelectionRadial.Show();

            m_GazeOver = true;
        }