private void OnTriggerEnter(Collider other) { if (other.isTrigger) { return; } Color fadeBlack = new Color(0.0f, 0.0f, 0.0f, 0.99f); SteamVR_Fade.Start(fadeBlack, fadeToBlackTime); }
private IEnumerator Move(Transform camRig, Vector3 translation) { _isTeleporting = true; SteamVR_Fade.Start(Color.black, _fadeTime, true); yield return(new WaitForSeconds(_fadeTime)); camRig.position += translation; SteamVR_Fade.Start(Color.clear, _fadeTime, true); _isTeleporting = false; }
public static void Tele(Transform pointer, Transform teleportable) { RaycastHit hit; if (Physics.Raycast(pointer.position, pointer.forward, out hit, Mathf.Infinity)) { teleportable.position = new Vector3(hit.point.x, pointer.position.y, hit.point.z); SteamVR_Fade.Start(Color.black, 0); SteamVR_Fade.Start(Color.clear, 1); } }
public void TeleportToLocation(Vector3 NewPosition) { //Store the position to use PositionToTeleportTo = NewPosition; //Fade the screen SteamVR_Fade.Start(Color.clear, 0); SteamVR_Fade.Start(Color.black, FadeDuration); Invoke("TeleportPlayer", FadeDuration); }
// Use this for initialization void Start() { // prevent a cursor from rendering in the game & locks the cursor to ensure it stays inside the game window Cursor.lockState = CursorLockMode.Locked; rb = GetComponent <Rigidbody> (); col = GetComponent <CapsuleCollider> (); vrCamera = Camera.main; SteamVR_Fade.Start(Color.clear, 0f); }
private IEnumerator ExtinguishFire() { ActivateSprinkler(); // Wait for 10 seconds yield return(new WaitForSeconds(10)); DeactivateFlames(); yield return(new WaitForSeconds(2)); SteamVR_Fade.Start(Color.black, 5, false); }
public void HeadsetOnChanged(bool isOn) { if (isOn) { SteamVR_Fade.Start(Color.clear, FadeDuration); } else { SteamVR_Fade.Start(BlackTransparent, FadeDuration); } }
IEnumerator Snap(float angle) { snapping = true; SteamVR_Fade.Start(Color.clear, 0); SteamVR_Fade.Start(Color.black, snapTime); yield return(new WaitForSeconds(snapTime)); transform.RotateAround(vrCamera.position, Vector3.up, angle); SteamVR_Fade.Start(Color.clear, snapTime); snapping = false; }
void Teleport() { Vector3 eyePos = cameraEye.localPosition; eyePos.y = 0; cameraRig.position = dot.transform.position - eyePos; dot.SetActive(false); SteamVR_Fade.Start(Color.clear, 0.3f); Invoke("Reset", 0.3f); }
private IEnumerator MoveRig(Transform cameraRig, Vector3 translation) { IsTelePorting = true; SteamVR_Fade.Start(Color.black, FadeTime, true); yield return(new WaitForSeconds(FadeTime)); cameraRig.position += translation; SteamVR_Fade.Start(Color.clear, FadeTime, true); IsTelePorting = false; yield return(null); }
void FixedUpdate() { int min = boomTime_sec / 60; int sec = boomTime_sec % 60; if (boomTime_sec <= 0) { SteamVR_Fade.Start(Color.black, 5, true); print("TimeOver"); } TimeCount.text = min + " : " + sec; }
//------------------------------------------------- private void TeleportPlayer() { teleporting = false; Teleport.PlayerPre.Send(pointedAtTeleportMarker); SteamVR_Fade.Start(Color.clear, currentFadeTime); TeleportPoint teleportPoint = teleportingToMarker as TeleportPoint; Vector3 teleportPosition = pointedAtPosition; if (teleportPoint != null) { teleportPosition = teleportPoint.transform.position; //Teleport to a new scene if (teleportPoint.teleportType == TeleportPoint.TeleportPointType.SwitchToNewScene) { teleportPoint.TeleportToScene(); return; } } // Find the actual floor position below the navigation mesh TeleportArea teleportArea = teleportingToMarker as TeleportArea; if (teleportArea != null) { if (floorFixupMaximumTraceDistance > 0.0f) { RaycastHit raycastHit; if (Physics.Raycast(teleportPosition + 0.05f * Vector3.down, Vector3.down, out raycastHit, floorFixupMaximumTraceDistance, floorFixupTraceLayerMask)) { teleportPosition = raycastHit.point; } } } if (teleportingToMarker.ShouldMovePlayer()) { Vector3 playerFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess; //player.trackingOriginTransform.position = teleportPosition + playerFeetOffset; //set where the player will be dashing towards dashDestination = teleportPosition + playerFeetOffset; this.currentlyDashing = true; } else { teleportingToMarker.TeleportPlayer(pointedAtPosition); } Teleport.Player.Send(pointedAtTeleportMarker); }
//------------------------------------------------- private void TeleportPlayer() { teleporting = false; Teleport.PlayerPre.Send(pointedAtTeleportMarker); SteamVR_Fade.Start(Color.clear, currentFadeTime); TeleportPoint teleportPoint = teleportingToMarker as TeleportPoint; Vector3 teleportPosition = pointedAtPosition; if (teleportPoint != null) { teleportPosition = teleportPoint.transform.position; //Teleport to a new scene if (teleportPoint.teleportType == TeleportPoint.TeleportPointType.SwitchToNewScene) { teleportPoint.TeleportToScene(); return; } } // Find the actual floor position below the navigation mesh TeleportArea teleportArea = teleportingToMarker as TeleportArea; if (teleportArea != null) { if (floorFixupMaximumTraceDistance > 0.0f) { RaycastHit raycastHit; if (Physics.Raycast(teleportPosition + 0.05f * Vector3.down, Vector3.down, out raycastHit, floorFixupMaximumTraceDistance, floorFixupTraceLayerMask)) { teleportPosition = raycastHit.point; } } } if (teleportingToMarker.ShouldMovePlayer()) { Vector3 playerFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess; player.trackingOriginTransform.position = teleportPosition + playerFeetOffset; } else { teleportingToMarker.TeleportPlayer(pointedAtPosition); } //MJ20170525 Forcing disabling of highlight of future teleportPoint (necessary when never fully disabling teleport points, only mesh renderer) pointedAtTeleportMarker.Highlight(false); Teleport.Player.Send(pointedAtTeleportMarker); }
void EndTeleport() { // 自身の真下にレイを飛ばして足元を探る RaycastHit hitInfo; if (Physics.Raycast(transform.position, Vector3.down, out hitInfo, 100)) { // ルームごと移動させるために、ターゲット座標とHMD座標との差分をCameraRigのポジションに適用 CameraRig.transform.position = new Vector3(hitInfo.point.x - head.transform.pos.x, hitInfo.point.y, hitInfo.point.z - head.transform.pos.z); SteamVR_Fade.Start(Color.clear, 1.0f, false); } }
private IEnumerator ResetPlayer(Vector3 position) { SteamVR_Fade.Start(Color.black, FadeTime, true); // Apply translation yield return(new WaitForSeconds(FadeTime)); Player.transform.position = position; // Fade to clear SteamVR_Fade.Start(Color.clear, FadeTime, true); }
private void Start() { sceneNow = SCENE.SCENE_TITLE; sceneBefor = SCENE.SCENE_TITLE; fadeIn = true; fade = true; fadeSpeed = 1.0f / fadeSecond / 60.0f; // 即座に画面を真っ白に SteamVR_Fade.Start(Color.black, 0f); // 2秒かけてクリアに戻す SteamVR_Fade.Start(Color.clear, 3f); }
// Use this for initialization void Start() { Debug.Log(image.material); this.tex = (MovieTexture)image.texture; EventManager.FireEvent(new PrologueStartEvent()); tex.Play(); StartCoroutine(FindEnd(() => { SteamVR_Fade.Start(Color.clear, 0); SteamVR_Fade.Start(Color.black, 1); EventManager.FireEvent(new PrologueDoneEvent()); })); }
//----------------------------------------------------- private IEnumerator DoRotatePlayer(float angle) { Player player = Player.instance; canRotate = false; snapTurnSource.panStereo = angle / 90; snapTurnSource.PlayOneShot(rotateSound); if (fadeScreen) { SteamVR_Fade.Start(Color.clear, 0); Color tColor = screenFadeColor; tColor = tColor.linear * 0.6f; SteamVR_Fade.Start(tColor, fadeTime); } yield return(new WaitForSeconds(fadeTime)); Vector3 playerFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess; player.trackingOriginTransform.position -= playerFeetOffset; player.transform.Rotate(Vector3.up, angle); playerFeetOffset = Quaternion.Euler(0.0f, angle, 0.0f) * playerFeetOffset; player.trackingOriginTransform.position += playerFeetOffset; GameObject fx = angle > 0 ? rotateRightFX : rotateLeftFX; if (showTurnAnimation) { ShowRotateFX(fx); } if (fadeScreen) { SteamVR_Fade.Start(Color.clear, fadeTime); } float startTime = Time.time; float endTime = startTime + canTurnEverySeconds; while (Time.time <= endTime) { yield return(null); UpdateOrientation(fx); } ; fx.SetActive(false); canRotate = true; }
IEnumerator FadeIn() { time = 0; SteamVR_Fade.Start(Color.clear, FadeInTime); while (time < FadeInTime) { time += Time.deltaTime; yield return(null); } }
private void RejoinBody() { if (!IsInvoking("RealRejoin")) { SteamVR_Fade.Start(Color.clear, 0); SteamVR_Fade.Start(Color.black, fadeTime); PlayAudioClip(headSource, teleportSound); Invoke("RealRejoin", fadeTime); } }
IEnumerator FadeOut() { time = 0; SteamVR_Fade.Start(Color.black, FadeOutTime); while (time < FadeOutTime) { time += Time.deltaTime; yield return(null); } }
public static float timeOflastSceneFadingCompletion = -Mathf.Infinity; // tracking: the last time that a scene fading completed – initialized to negative infinity as a flag that scene fading has never completed // methods // // methods for: fading // // method: change the player's fadedness (blackness versus nonblackness, listening volume ratio) according the given progression ratio // public void changeFadedness(float progressionRatio) { if (fadeVisionToBlackness) // only change the player's vision blackness if set to { SteamVR_Fade.Start(new Color(0f, 0f, 0f, progressionRatio), 0f); } if (fadeListeningVolume) // only change the player's listening volume ratio if set to { AudioListener.volume = (1f - progressionRatio); } }
private void Awake() { //watchUI = GameObject.Find("Direction_Canvas"); SteamVR_Fade.Start(Color.clear, 2f); //watchUI.SetActive(false); spawnPoint = GameObject.Find("SpawnPoint").GetComponent <Transform>(); thePlayer = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); thePlayer.position = spawnPoint.position; }
void OnCollisionEnter(Collision collision) { Debug.Log("HEADSET COLLISION"); if (collision.gameObject.tag == "Hands") { Debug.Log("COLLISION WITH HANDS"); } else { SteamVR_Fade.Start(Color.black, 0f); } }
// Update is called once per frame void Update() { if (Physics.Raycast(tr.position, tr.forward, out hit, maxDistance)) { // 라인의 끝점의 위치를 레이캐스팅한 지점의 좌표로 변경 line.SetPosition(1, new Vector3(0, 0, hit.distance)); line.enabled = true; if (teleport.GetStateDown(rightHand)) { pointer.SetActive(true); } else if (teleport.GetState(rightHand)) { line.material.color = clickedColor; pointer.transform.position = hit.point + (hit.normal * 0.01f); pointer.transform.rotation = Quaternion.LookRotation(hit.normal); } else if (teleport.GetStateUp(rightHand)) { line.material.color = color; pointer.SetActive(false); if (hit.transform.gameObject.layer == 8) //ground { SteamVR_Fade.Start(Color.black, 0); StartCoroutine(this.Teleport(hit.point)); } } else if (hit.transform.CompareTag("Item")) { item = hit.transform.gameObject; if (trigger.GetState(rightHand)) // 오른손 트리거 - 직접 아이템을 끌어 옴 { line.material.color = clickedColor; item.transform.position = Vector3.Lerp(item.transform.position, transform.position, Time.deltaTime * 2); dist = Vector3.Distance(item.transform.position, TriggerPoint.transform.position); if (dist <= 1.5f) { item.transform.position = TriggerPoint.transform.position; isTrigger = true; item.GetComponent <Item>().IsGrabed = true; } } line.material.color = color; } } if (isTrigger == true) { TriggerItem(); } }
// Update is called once per frame void Update() { currentinstructionTime = Time.time - instructionTimerStart; float currentTime = Time.time; if (nextIndexToPlay < instructionTimer.Length && currentTime > instructionTimer[nextIndexToPlay] && lastTime <= instructionTimer[nextIndexToPlay]) { instructionaudio.clip = instructions[nextIndexToPlay]; instructionaudio.Play(); nextIndexToPlay++; } lastTime = currentTime; if (Time.time <= instructionTimer[2] - 0.9f && Time.time > instructionTimer[1] + 2.2f) { Reading = true; } else { Reading = false; } if (Time.time > instructionTimer[6] - 5.0f) { WOZ2 = true; } else { WOZ2 = false; } if (Time.time > instructionTimer[2] + 0.5) { WOZ = true; } else { WOZ = false; } if (Time.time > instructionTimer[5] - 1.3f) { dataShow.SetActive(true); } if (SceneNo < 9 && Time.time > instructionTimer[8] + 5.0f) { SteamVR_Fade.Start(Color.clear, 0.0f); SteamVR_Fade.View(Color.clear, 0.1f); SceneManager.LoadScene(SceneNo); } }
// Update is called once per frame void Update() { if (prevButton != null) { OnPointerOut(prevButton); prevButton = null; } ray = new Ray(controller.position, controller.forward); if (Physics.Raycast(ray, out hit, maxDistance, layerButton)) { line.SetPosition(1, new Vector3(0, 0, hit.distance)); OnPointerIn(hit.collider.gameObject); prevButton = hit.collider.gameObject; if (trigger.GetStateDown(hand)) { ExecuteEvents.Execute(hit.collider.gameObject, new PointerEventData(EventSystem.current), ExecuteEvents.pointerClickHandler); } } else { line.SetPosition(1, new Vector3(0, 0, maxDistance)); } if (hand == SteamVR_Input_Sources.RightHand) { if (Physics.Raycast(ray, out hit, maxDistance, 1 << 10)) { // 레이저 길이 조정 line.SetPosition(1, new Vector3(0, 0, hit.distance)); // 포인터의 위치 변경 crossHair.transform.position = hit.point + (Vector3.up * 0.05f); crossHair.transform.rotation = Quaternion.LookRotation(hit.normal); crossHair.SetActive(true); if (teleport.GetStateUp(hand)) { SteamVR_Fade.Start(Color.black, 0.0f); StartCoroutine(Teleport(hit.point)); } } else { crossHair.SetActive(false); } } }
IEnumerator blackOutScreen() { // Tutorial.PlayWarning(); //black out screen if (SceneManager.GetActiveScene().name == endScene) { while (!FadeToBlackAfterEnding) { yield return(null); } // yield return new WaitForSeconds(5); SteamVR_Fade.Start(Color.black, 5.0f); yield return(new WaitForSeconds(5.0f)); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } else { yield return(new WaitForSeconds(10)); SteamVR_Fade.Start(Color.black, 7.0f); yield return(new WaitForSeconds(8.0f)); //GetComponent<SteamVR_LoadLevel>().levelName = "Hexagon"; //GetComponent<SteamVR_LoadLevel>().Trigger(); // yield return new WaitForSeconds(7); Application.backgroundLoadingPriority = ThreadPriority.Low; AsyncOperation AO = SceneManager.LoadSceneAsync(endScene); AO.allowSceneActivation = false; //frisbee.transform.position = frisbeePlaceToMove; //cameraRig.transform.position = placeToMove; //SceneManager.LoadScene("Hexagon"); //SteamVR_Fade.Start(Color.clear, 2.0f); while (AO.progress < 0.9f) { yield return(null); } AO.allowSceneActivation = true; destroyedObjects = 0; won = false; disableGravity = false; broadcastGravityDisabled = false; //SceneManager.UnloadSceneAsync(startScene); } }
// Token: 0x06005F91 RID: 24465 RVA: 0x00219BA8 File Offset: 0x00217FA8 private void Awake() { if (this.text == null) { this.text = base.GetComponent <GUIText>(); this.text.enabled = false; } if (this.fadeDuration > 0f) { SteamVR_Fade.Start(this.fadeColor, 0f, false); SteamVR_Fade.Start(Color.clear, this.fadeDuration, false); } }
// Creates a fade out and fade in effect for the entire display IEnumerator ScreenFade() { SteamVR_Fade.Start(Color.black, 2f); yield return(new WaitForSeconds(4f)); menu.gameObject.SetActive(true); int finalScore = numDefeated + (int)Mathf.Pow(timeAlive, 1.1f); menu.EndGame(GetNumDefeatedString(), GetTimeString(), finalScore); SteamVR_Fade.Start(Color.clear, 0.6f); }