void Update() { if (Input.GetKeyDown(KeyCode.Space)) { SteamVR_Fade.View(Color.black, 0); SteamVR_Fade.View(Color.clear, 1); } }
/// <summary> /// 将Player传送到destination位置 /// </summary> public void transformObject() { SteamVR_Fade.View(Color.black, 0); SteamVR_Fade.View(Color.clear, 2.0f); Vector3 tmp = destination.position - VRCamera.transform.localPosition; player.position = new Vector3(tmp.x, player.position.y, tmp.z); }
private void FadeFromWhite() { // Debug.Log("FadeFromWhite"); //set start color SteamVR_Fade.View(fadeColor, 0f); //set and start fade to SteamVR_Fade.View(Color.clear, fadeDuration); }
private void Teleport() { Vector3 difference = cameraRigTransform.position - headTransform.position; difference.y = 0; cameraRigTransform.position = nextRoomLocation + difference; SteamVR_Fade.View(Color.clear, 1f); teleport = true; }
public IEnumerator MoveRig(Transform CameraRig, Vector3 Translate) { SteamVR_Fade.View(Color.black, FadeDuration); yield return(new WaitForSeconds(FadeDuration)); CameraRig.position += Translate; SteamVR_Fade.View(Color.clear, FadeDuration); IsTeleporting = false; }
public IEnumerator SetLevel(int level, int difficulty, bool delay) { if (delay && HMDActive) { SteamVR_Fade.View(Color.black, FadeOutTime); Invoke("FadeIn", FadeOutTime); yield return(new WaitForSeconds(FadeOutTime)); } EnableObjects(level, levelCameras); EnableObjects(level, levelObjects); SetSkybox(level); Level = level; CancelInvoke("BlinkRandomizer"); CancelInvoke("Blink"); switch (level) { case 0: PlayerVehicle.SetActive(false); Terrain.SetActive(false); RoadNetwork.SetActive(false); RenderSettings.fogDensity = 0; break; case 1: PlayerVehicle.SetActive(true); Terrain.SetActive(true); RoadNetwork.SetActive(true); SetVehiclePosition(Level1Start); RenderSettings.ambientIntensity = 0; RenderSettings.fogDensity = 0.0005f; break; case 2: PlayerVehicle.SetActive(true); Terrain.SetActive(true); RoadNetwork.SetActive(true); SetVehiclePosition(Level2Start); TriggerLevelTwoWithDifficulty(difficulty); RenderSettings.ambientIntensity = -2; RenderSettings.fogDensity = 0.005f; break; case 3: PlayerVehicle.SetActive(false); Terrain.SetActive(false); RoadNetwork.SetActive(false); RenderSettings.fogDensity = 0; break; } if (OnLevelChanged != null) { print("Level Changing Fire"); OnLevelChanged(level); } }
private void Teleport() { shouldTeleport = false; // locationSpot.SetActive(false); Vector3 difference = cameraRigTransform.position - headTransform.position; difference.y = 0; cameraRigTransform.position = nextRoomLocation + difference; SteamVR_Fade.View(Color.clear, 1f); }
private void Start() { Time.timeScale = 1; //Set Cursor to not be visible Cursor.visible = false; // Lock cursor on the window Cursor.lockState = CursorLockMode.Locked; SteamVR_Fade.View(Color.clear, 2); }
private void Teleport() { canTeleport = false; reticle.SetActive(false); Vector3 difference = cameraRigTransform.position - headTransform.position; difference.y = 0; cameraRigTransform.position = movePoint + difference; SteamVR_Fade.View(new Color(0, 0, 0, 0), 2f); }
void UpdateFade() { if (colliders.Count == 0) { SteamVR_Fade.View(Color.clear, transitionTime); } else { SteamVR_Fade.View(Color.black, transitionTime); } }
public void RestartLevel() { Color color = new Color(0, 0, 0, 0); SteamVR_Fade.View(color, 1); ToggleGame(false); loadingScene = SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name); loadingScene.allowSceneActivation = false; StartCoroutine(AllowToLoadScene()); }
/// <summary> /// event for trigger pull /// </summary> /// <param name="sender"></param> /// <param name="e"></param> public void triggerConfirm(object sender, ClickedEventArgs e) { if (Button != null) { switch (Button.GetComponent <ButtonInteraction>().BID) { case ButtonInteraction.buttonID.SCENARIOS: //swap to scenarios menu menuTransition(MENU.SCENARIO); Button = null; break; case ButtonInteraction.buttonID.SCENARIO: currentScenarioID = Button.GetComponent <ButtonInteraction>().ScenarioID; Button = null; SteamVR_Fade.View(Color.black, 1.25f); Invoke("LoadScenario", 1f); break; case ButtonInteraction.buttonID.RANGE: Button = null; SteamVR_Fade.View(Color.black, 1.25f); Invoke("LoadRange", 1f); break; case ButtonInteraction.buttonID.QUIT: #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif break; case ButtonInteraction.buttonID.BACK: if (currentMenu == MENU.SCENARIO) { menuTransition(MENU.MAIN); Button = null; } else if (currentMenu == MENU.INSTRUCTION) { menuTransition(MENU.SCENARIO); Button = null; } break; case ButtonInteraction.buttonID.INSTRUCTIONS: menuTransition(MENU.INSTRUCTION); Button = null; break; } } }
/// <summary> /// Fades in /// </summary> /// <param name="target">Target GameObject</param> /// <returns></returns> IEnumerator FadeIn(GameObject target) { if (target.GetComponent <CharacterController>() != null) { target.GetComponent <CharacterController>().enabled = false; target.transform.position = m_destination.position; target.GetComponent <CharacterController>().enabled = true; } yield return(new WaitForSeconds(0f)); SteamVR_Fade.View(Color.clear, 1); }
// 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); } }
/// <summary> /// Fades the camera to black then back to clear for the dimension jump /// Based off Cameron's fade to white method in FadeCamera Class /// </summary> /// <see cref="FadeCamera.FadeToWhite"/> /// <returns>a yield return that waits for 0.5 seconds to allow for fade of camera</returns> private IEnumerator StartCameraFade() { //set start color SteamVR_Fade.View(Color.clear, 0f); //fade to black SteamVR_Fade.View(fadeColor, fadeDuration); //Wait for the fade to complete yield return(new WaitForSeconds(0.35f)); //fade back to clear SteamVR_Fade.View(Color.clear, fadeDuration); }
protected override void Update() { base.Update(); if (SceneOff) { SceneOffTimer += Time.deltaTime; // after a certain time, the scene fades in with the provided duration if (SceneOffTimer >= SceneOffDuration) { SteamVR_Fade.View(Color.clear, FadeInDuration); SceneOff = false; SceneOffTimer = 0.0f; } } }
public IEnumerator StartNextTask() { yield return(new WaitForSeconds(5f)); SteamVR_Fade.View(Color.black, fadeTime); yield return(new WaitForSeconds(fadeTime)); instructionCanvas.gameObject.SetActive(true); extinguisherCanvas.gameObject.SetActive(true); scenarioManager.PickNextTask(); scenarioManager.SetupTask(); scenarioManager.PlayerPosResetter.ResetPosition(); SteamVR_Fade.View(Color.clear, fadeTime); fireVFX.ResetTimer(); ActivateLaserPointers(); gameObject.SetActive(false); }
/// <summary> /// event for trigger being pulled /// </summary> /// <param name="sender"></param> /// <param name="e"></param> public void triggerConfirm(object sender, ClickedEventArgs e) { if (Button != null) { switch (Button.GetComponent <ButtonInteraction>().BID) { case ButtonInteraction.buttonID.PAUSE: PauseAndResume(); Button = null; break; case ButtonInteraction.buttonID.EXIT: SteamVR_Fade.View(Color.black, 1.25f); Time.timeScale = 1; Invoke("LoadMainMenu", 1.5f); break; case ButtonInteraction.buttonID.START: statusText.text = "Targets started"; TC.startTargetSequence(); break; case ButtonInteraction.buttonID.STOP: TC.stopTargetSequence(); statusText.text = "Targets stopped"; break; case ButtonInteraction.buttonID.RESET: if (!TC.IsRunning) { TC.resetTargetSequence(); statusText.text = "Targets reset"; } break; case ButtonInteraction.buttonID.EXIT_SCENARIO: GetComponent <ScenarioController>().ExitScenario = true; break; } } }
// Update is called once per frame void Update() { if (!disableShoot) { RaycastHit hit = new RaycastHit(); Ray shot = new Ray(Barrel.transform.position, Parent.transform.forward); bool contact = Physics.Raycast(shot, out hit); if (_fireAction.GetStateDown(_pose.inputSource) && contact) { if (hit.collider.tag == "NOTLD") { disableShoot = true; GunShot.Play(); StartCoroutine(FadeOutMusic(MainSong, 2)); SteamVR_Fade.View(Color.black, 3); StartCoroutine(WaitForSceneLoad("NotLD")); } else if (hit.collider.tag == "MenuItem") { hit.transform.GetComponent <IMenuItem>().Activate(); } } else if (_fireAction.GetStateDown(_pose.inputSource)) { GunClick.Play(); } else if (contact) { if (hit.collider.tag == "NOTLD") { NotlLight.intensity = 1000; } } else { NotlLight.intensity = 250; } } }
// Update is called once per frame void Update() { if (Controller.GetTouch(SteamVR_Controller.ButtonMask.Touchpad) && roomCleared == true) { RaycastHit hit; if (Physics.Raycast(trackedObj.transform.position, transform.forward, out hit, 100, teleportMask)) { laserPoint = hit.point; ShowLaser(hit); door = null; if (Physics.Raycast(trackedObj.transform.position, transform.forward, out hit, 100, teleportDoorMask)) { door = hit.collider.gameObject; // door.GetComponent<Door> ().z; // Debug.Log (door.GetComponent<Door> ().z); nextRoomZ = door.transform.position.z - 8f; nextRoomX = door.transform.position.x; nextRoomLocation = new Vector3(nextRoomX, 0f, nextRoomZ); shouldTeleport = true; } // locationSpot.SetActive(true); // teleportReticleTransform.position = laserPoint + teleportTargetOffset; } } else { laser.SetActive(false); // locationSpot.SetActive(false); } if (Controller.GetPress(SteamVR_Controller.ButtonMask.Touchpad) && shouldTeleport) { SteamVR_Fade.View(Color.black, 1f); Invoke("Teleport", 1f); } }
IEnumerator endTutorial() { yield return(new WaitForSeconds(0.5f)); PlayClip(); // 11 leftTooltip.UpdateText(gripTooltip, "Walk"); rightTooltip.UpdateText(gripTooltip, "Walk"); leftTooltip.UpdateText(triggerTooltip, "Grab"); rightTooltip.UpdateText(triggerTooltip, "Grab"); leftTooltip.UpdateText(touchpadTooltip, "Teleport"); rightTooltip.UpdateText(touchpadTooltip, "Interact"); yield return(new WaitForSeconds(voiceOvers[currClip].length)); SteamVR_Fade.View(Color.clear, 0); SteamVR_Fade.View(Color.black, 1); PlayClip(); // 12 aka Game Start yield return(new WaitForSeconds(voiceOvers[currClip].length + 1)); SteamVR_LoadLevel.Begin("Puzzle"); }
/// <summary> /// Called when the travel should be performed /// </summary> /// <param name="e">ControllerActionEventArgs</param> public override void OnTravel(VRIL_ControllerActionEventArgs e) { if (IsActivated && !DelayToNextTravel) { // if a valid position is selected, travel is triggered if (PositionSelected) { PlayAudio(); SaveDistancesToViewpoint(); Viewpoint.transform.position = TargetPosition; TransferSelectedObjects(); PositionSelected = false; Timer = 0.0f; DelayToNextTravel = true; // blink scene away immediately if (SceneBlinksAway) { SteamVR_Fade.View(SceneOffColor, 0); SceneOff = true; } } if (HitEntity != null) { HitEntity.SetActive(false); } IsActivated = false; // in case travel does not disabled technique, selection mode is actived again if (!TravelDisablesTechnique) { IsActivated = true; StartCoroutine(SelectPosition(e)); } } }
IEnumerator startStory() { bgmOff.TransitionTo(1); SteamVR_Fade.View(Color.clear, 0); SteamVR_Fade.View(Color.black, 1); yield return(new WaitForSeconds(2)); bgm.Pause(); story.Play(); yield return(new WaitForSeconds(storyLength + 2)); masterOff.TransitionTo(1); yield return(new WaitForSeconds(1)); SkipStory(); bgmOn.TransitionTo(1); bgm.Play(); story.Pause(); SteamVR_Fade.View(Color.black, 0); SteamVR_Fade.View(Color.clear, 1); }
void Update() { if (playerHealthScript.currentHealth <= 0) { //teleport SteamVR_Fade.View(Color.black, 3f); //destroy ememies var clones = GameObject.FindGameObjectsWithTag("EnemyClones"); foreach (var item in clones) { Destroy(item); } WeaponGrabRight.swordInHand = false; WeaponGrabRight.crossbowInHand = false; WeaponGrabLeft.swordInHand = false; WeaponGrabLeft.crossbowInHand = false; Crossbow.GetComponent <Rigidbody> ().isKinematic = false; Sword.GetComponent <Rigidbody> ().isKinematic = false; CountTextScript.roomNumber = 0; CountTextScript.remaining = 0; //CountTextScript.ememiesText.text = "Ememies Remaining: " + remaining.ToString(); //true with out tutorial CountTextScript.room1Entered = false; CountTextScript.room1Cleared = false; CountTextScript.room2Entered = false; CountTextScript.room2Cleared = false; CountTextScript.room3Entered = false; CountTextScript.room3Cleared = false; CountTextScript.room4Entered = false; CountTextScript.room4Cleared = false; CountTextScript.room5Audio = false; CountTextScript.winRoomEntered = false; TeleportCubeScript.nextRoomLocation = new Vector3(0f, 0f, 35f); TeleportCubeScript.Invoke("Teleport", 3f); //health playerHealthScript.currentHealth = 10; redbarHealth.transform.localScale = new Vector3(1.1f, 1f, 1f); playerHealthScript.takingDMG = 0; playerHealthScript.gotHit = false; playerHealthScript.playerDamage = false; playerHealthScript.playerAlive = true; //playerHealthScript. //weapons Crossbow.transform.position = new Vector3(0f, 1.7f, 4.25f); Crossbow.transform.rotation = Quaternion.identity; Sword.transform.position = new Vector3(21f, 3.02f, -28.31f); Sword.transform.rotation = Quaternion.identity; } }
void OnTriggerEnter() { SteamVR_Fade.View(Color.black, .5f); Invoke("reloadLevel", .5f); }
void reloadLevel() { SteamVR_Fade.View(Color.clear, .5f); Application.LoadLevel(Application.loadedLevel); }
/// <summary> /// things to do upon scene loading /// </summary> /// <param name="scene"></param> /// <param name="lsm"></param> public void sceneLoad(Scene scene, LoadSceneMode lsm) { SteamVR_Fade.View(Color.clear, 2f); }
/// <summary> /// Exit voice command triggered, load the main menu /// </summary> public void ExitCalled() { SteamVR_Fade.View(Color.black, 1.25f); Time.timeScale = 1; Invoke("LoadMainMenu", 1.5f); }
public void LoadTutorial() { SteamVR_Fade.View(Color.clear, 0); SteamVR_Fade.View(Color.black, 1); SteamVR_LoadLevel.Begin("Tutorial"); }
void moveToWallOSettings() { armSwinger.moveCameraRig(new Vector3(30.5f, 0, 11.695f)); SteamVR_Fade.View(Color.clear, .5f); }