void Awake() { // load animation foreach (string path in prefab.animationPath) { AnimationObject obj = GameObject.Find(path).GetComponent <AnimationObject>(); animationList.Add(obj); } //load trigger foreach (string path in prefab.triggerPath) { TriggerObject obj = GameObject.Find(path).GetComponent <TriggerObject>(); triggerList.Add(obj); } // init sprite list spriteList = new List <MySprite>(); MySprite sprite1 = GameObject.Find("Sprite1").GetComponent <MySprite>(); MySprite sprite2 = GameObject.Find("Sprite2").GetComponent <MySprite>(); spriteList.Add(sprite1); spriteList.Add(sprite2); int id = data.playerId; mainSprite = GameObject.Find("Sprite" + id).GetComponent <MySprite>(); mainSprite.SetMainPlayer(); // init id rpc.SetMainSpriteId(mainSprite.Id); rpc.initPlayerList(); rpc.SetStatus("Id", mainSprite.Id); }
private void Update() { for (int i = 0; i < triggeredObjects.Count; i++) { TriggerObject triggerObject = triggeredObjects[i]; if (triggerObject.Timer > 0f) { triggerObject.Timer -= Time.deltaTime; } else { ResetObj(triggerObject); OneShotAudioEffect effect = OneShotAudioEffectPooler.Get(); effect.Set((Vector2)triggerObject.GameObject.transform.position + Offset); effect.gameObject.SetActive(true); triggeredObjects.RemoveAt(i--); if (CharacterDeath.Kill(triggerObject.GameObject, out CharacterDeadBody characterDeadBody)) { characterDeadBody.gameObject.SetActive(false); } else { triggerObject.GameObject.SetActive(false); } } } }
void CheckWithTrigger() { for (int i = 0; i < triggerList.Count; i++) { TriggerObject triggerObj = triggerList[i]; if (triggerObj.isEnter) { foreach (MySprite player in triggerObj.playerList) { player.CheckWithEnterTrigger(ref triggerObj); } } } foreach (MySprite sprite in spriteList) { if (sprite.currentTriggerObj) { bool flag = false; foreach (MySprite player in sprite.currentTriggerObj.playerList) { if (player == sprite) { flag = true; break; } } if (!flag) { sprite.CheckWithLeaveTrigger(); } } } }
public void OnTriggerEnter(Collider other) { TriggerObject interaction = other.GetComponent <TriggerObject>(); if (interaction != null) { if (interaction.GetEntryTransform() == null) { return; } // 当玩家碰到触发器,播放使用动画 Owner.transform.position = interaction.GetEntryTransform().position; Owner.transform.rotation = interaction.GetEntryTransform().rotation; useMode = false; AgentOrder order = AgentOrderFactory.Create(AgentOrder.E_OrderType.E_USE); order.InteractionObject = interaction; order.Position = order.InteractionObject.GetEntryTransform().position; order.Interaction = E_InteractionType.On; Owner.BlackBoard.OrderAdd(order); ActionUseLever actionUseLever = ActionFactory.Create(ActionFactory.E_Type.E_USE_LEVER) as ActionUseLever; actionUseLever.InterObj = interaction; actionUseLever.Interaction = E_InteractionType.On; GetComponent <AnimComponent>().HandleAction(actionUseLever); return; } }
public static void CopyAtt <T>(T destinationObject, TriggerObject sourceObject) { var flags = BindingFlags.DeclaredOnly | BindingFlags.Instance | BindingFlags.Public; var properties = destinationObject.GetType().GetProperties(flags); foreach (PropertyInfo source in properties) { PropertyInfo propertyDestination = destinationObject.GetType().GetProperty(source.Name); // var val = source.GetValue(ob, null); var prop = sourceObject.GetType().GetProperty(source.Name); if (prop == null) { continue; } var val = prop.GetValue(sourceObject, null); if (val == null) { Debug.Log("value is null/property does not exist"); continue; } propertyDestination.SetValue(destinationObject, val, null); } }
public void Reset() { m_ActiveActions.Clear(); // Stop = false; MotionType = E_MotionType.None; WeaponState = E_WeaponState.NotInHands; WeaponToSelect = E_WeaponType.None; Speed = 0; Health = MaxHealth; Rage = RageMin; Dodge = DodgeMin; Fear = FearMin; IdleTimer = 0; MoveDir = Vector3.zero; DesiredPosition = Vector3.zero; DesiredDirection = Vector3.zero; InteractionObject = null; Interaction = E_InteractionType.None; DesiredAnimation = ""; DesiredTarget = null; DesiredAttackType = E_AttackType.None; DontUpdate = false; }
private void ActionDone(ActionBase action) { if (action.IsSuccess()) { if (action is ActionGoTo && (action as ActionGoTo).FinalPosition == DesiredPosition) { Debug.Log(action.ToString() + "is done, setting E_AT_TARGET_POS to true"); Owner.WorldState.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true); } else if (action is ActionWeaponShow) { Debug.Log(action.ToString() + "is done, setting E_WEAPON_IN_HANDS to " + (action as ActionWeaponShow).Show.ToString()); Owner.WorldState.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, (action as ActionWeaponShow).Show); } else if (action is ActionUseLever) { Owner.WorldState.SetWSProperty(E_PropKey.E_USE_WORLD_OBJECT, false); InteractionObject = null; Interaction = E_InteractionType.None; } else if (action is ActionPlayAnim) { Owner.WorldState.SetWSProperty(E_PropKey.E_PLAY_ANIM, false); DesiredAnimation = null; } } ActionFactory.Return(action); }
public static PacketWriter UpdateTrigger(TriggerObject trigger) { PacketWriter pWriter = PacketWriter.Of(SendOp.Trigger); pWriter.Write(TriggerPacketMode.UpdateTrigger); WriteTrigger(pWriter, trigger); return(pWriter); }
/** * Diese Methode wird vor der Startmethode aufgerufen und setzt wichtige Parameter. */ void Awake() { Type = TriggerType.PermanentOpen; Trigger = TriggerObject.Script; Config = GameObject.FindWithTag( "Config" ).GetComponent<Config>(); Ani = animation; NetView = networkView; }
void Awake() { sprites = Resources.LoadAll <Sprite>("image/people"); rigidBody.drag = 0; rigidBody.angularDrag = 0; currentTriggerObj = null; index = FRONT_INDEX + 1; }
// ============================================================================= //dan Konstructoren sind in unity ein noGo bei klassen die von MonoBehaviour erben !!!! //http://answers.unity3d.com/questions/32413/using-constructors-in-unity-c.html //deshalb: constructor --> awake / start //http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.Start.html //http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.Awake.html //awake wird immer asugeführt, start nur wen das gameobject aktiviert ist! // ============================================================================= #region METHODS UNITY --------------------------------------------------------------- /** * Diese Methode wird vor der Startmethode aufgerufen und setzt wichtige Parameter. */ void Awake() { Type = TriggerType.PermanentOpen; Trigger = TriggerObject.Script; Config = GameObject.FindWithTag("Config").GetComponent <Config>(); Ani = animation; NetView = networkView; }
public override void OneSecondTick() { var to = new TriggerObject <MicrowaveOvenTriggers>(MicrowaveOvenTriggers.OneSecondTick); _queue.Enqueue(to); // wait until trigger is processed to.WaitUntilProcessed(); }
protected override void HwOnStartButtonPressed(object sender, EventArgs eventArgs) { var to = new TriggerObject <MicrowaveOvenTriggers>(MicrowaveOvenTriggers.ButtonPress); _queue.Enqueue(to); // wait until trigger is processed to.WaitUntilProcessed(); }
protected override void Awake() { base.Awake(); Trigger = TriggerObject.TryGetElseAdd <EventTrigger>(); Trigger.Add(EventTriggerType.PointerClick, PointerGuiClick); Trigger.Add(EventTriggerType.PointerDown, PointerGuiClickDown); Trigger.Add(EventTriggerType.PointerUp, PointerGuiClickUp); Trigger.Add(EventTriggerType.PointerEnter, PointerGuiAreaEnter); Trigger.Add(EventTriggerType.PointerExit, PointerGuiAreaExit); }
protected override void HwOnDoorOpenChanged(bool b) { var to = new TriggerObject <MicrowaveOvenTriggers>(b == DOOR_OPEN ? MicrowaveOvenTriggers.DoorOpen : MicrowaveOvenTriggers.DoorClose); _queue.Enqueue(to); // wait until trigger is processed to.WaitUntilProcessed(); }
public void CheckWithLeaveTrigger() { if (currentTriggerObj.type == TriggerObject.TriggerType.Ladder) { OnEnterJump(new Vector2(0, 0.1f)); } specialregion = Region.NORMAL; isRemoveGravity = false; currentTriggerObj = null; rigidBody.gravityScale = 1; }
/// <summary> /// Update Trigger Object data replacing existing one /// </summary> /// <param name="old"></param> /// <param name="noo"></param> void UpdateObject(TriggerObject old, TriggerObject noo) { foreach (PropertyInfo sourceProperty in noo.GetType().GetProperties()) { PropertyInfo des = old.GetType().GetProperty(sourceProperty.Name); des.SetValue( old, sourceProperty.GetValue(noo, null), null); } }
public void StopPosses() { MyBody.SetActive(true); if (possesedObject != null) { possesedObject.DesPosses(); } Debug.Log("Player quit of possesing!"); thingIsPosses = false; possesedObject = null; WindowManager.instance.SetPossessionOptions(false, new Vector3(0, 0, 0)); }
/// <summary> /// if the object is non existent add a new one to the list /// </summary> /// <param name="b"></param> void Addtolist(TriggerObject b) { var list = _acObject._objects; var ExistingObject = TriggerObjectCheckAvailability(b._Name); if (ExistingObject != null) { UpdateObject(ExistingObject, b); return; } _acObject._objects.Add(b); }
public static void WriteTrigger(PacketWriter pWriter, TriggerObject trigger) { switch (trigger) { case TriggerMesh triggerMesh: pWriter.WriteInt(triggerMesh.Id); pWriter.WriteBool(triggerMesh.IsVisible); pWriter.WriteByte(); pWriter.WriteInt(triggerMesh.Animation); pWriter.WriteUnicodeString(); pWriter.WriteFloat(1); //constant break; case TriggerEffect triggerEffect: pWriter.WriteInt(triggerEffect.Id); pWriter.WriteBool(triggerEffect.IsVisible); pWriter.WriteByte(); pWriter.WriteInt(3); //not sure where this value is coming from. break; case TriggerCamera triggerCamera: pWriter.WriteInt(triggerCamera.Id); pWriter.WriteBool(triggerCamera.IsEnabled); break; case TriggerActor triggerActor: pWriter.WriteInt(triggerActor.Id); pWriter.WriteBool(triggerActor.IsVisible); pWriter.WriteUnicodeString(triggerActor.StateName); break; case TriggerLadder triggerLadder: pWriter.WriteInt(triggerLadder.Id); pWriter.WriteBool(triggerLadder.IsVisible); pWriter.WriteBool(triggerLadder.AnimationEffect); pWriter.WriteInt(triggerLadder.AnimationDelay); break; case TriggerRope triggerRope: pWriter.WriteInt(triggerRope.Id); pWriter.WriteBool(triggerRope.IsVisible); pWriter.WriteBool(triggerRope.AnimationEffect); pWriter.WriteInt(triggerRope.AnimationDelay); break; case TriggerSound triggerSound: pWriter.WriteInt(triggerSound.Id); pWriter.WriteBool(triggerSound.IsEnabled); break; } }
void Awake() { requiredTriggers = triggers.Count; foreach (TriggerObject t in triggers) { TriggerObject temp = t; t.triggerMethods.AddListener(() => Trigger(temp)); if (t.on) { Trigger(t); } } }
public bool PossesOject(PlayerMovement player, TriggerObject obj) { if (!thingIsPosses) { player.AllowMoving(false); player.PossesionCooldown(); player.SetPositionTo(obj.ObjectPosition()); audioSource.Play(); possesedObject = obj; MyBody.SetActive(false); obj.Posses(); thingIsPosses = true; WindowManager.instance.SetPossessionOptions(true, obj.ObjectPosition()); return(true); } return(false); }
private void Trigger(TriggerObject t) { m_currentTriggers += (t.on) ? 1 : -1; if (m_currentTriggers >= requiredTriggers) { on = true; triggerMethod.Invoke(); if (canTriggerOnce) { enabled = false; } } else if (on) { on = false; triggerMethod.Invoke(); } }
public void CheckWithEnterTrigger(ref TriggerObject triggerObj) { if (!isRemoveGravity) { isRemoveGravity = true; if (triggerObj.type == TriggerObject.TriggerType.WaterFall) { Debug.Log("waterfall"); rigidBody.gravityScale = 0; rigidBody.velocity = Vector2.zero; triggerObj.isStart = true; specialregion = Region.WATER; currentTriggerObj = triggerObj; } else if (triggerObj.type == TriggerObject.TriggerType.Ladder) { Debug.Log("ladder"); specialregion = Region.LADDER; if (isJumping) { isDelayRemoveGravity = true; currentTriggerObj = triggerObj; } else { currentTriggerObj = triggerObj; rigidBody.gravityScale = 0; } } else if (triggerObj.type == TriggerObject.TriggerType.DieRegion) { Debug.Log("DieRegion"); isRemoveGravity = false; OnEnterDie(); } } }
// Update is called once per frame void Update() { Debug.DrawLine(transform.position, transform.position + transform.forward * 1000, Color.red); if (Physics.Raycast(transform.position, transform.forward, out var hit)) { var wall = hit.transform.gameObject.GetComponent <TriggerObject>(); Debug.Log(hit.transform.gameObject); if (wall != null) { if (wall != hitWall) { wall.OnLaserOver(); if (hitWall != null) { hitWall.OnLaserOut(); } hitWall = wall; } } else if (hitWall != null) { hitWall.OnLaserOut(); hitWall = null; } } else if (hitWall != null) { hitWall.OnLaserOut(); hitWall = null; } if (Trigger.GetStateDown(HandType) && hitWall != null) { hitWall.OnTrigger(); } }
public void OrderAdd(AgentOrder order) { // Debug.Log(Time.timeSinceLevelLoad + " order arrived " + order.Type); if (IsOrderAddPossible(order.Type)) { Owner.WorldState.SetWSProperty(E_PropKey.E_ORDER, order.Type); switch (order.Type) { case AgentOrder.E_OrderType.E_STOPMOVE: Owner.WorldState.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true); DesiredPosition = Owner.Position; break; case AgentOrder.E_OrderType.E_GOTO: Owner.WorldState.SetWSProperty(E_PropKey.E_AT_TARGET_POS, false); DesiredPosition = order.Position; DesiredDirection = order.Direction; MoveSpeedModifier = order.MoveSpeedModifier; break; case AgentOrder.E_OrderType.E_DODGE: DesiredDirection = order.Direction; // Debug.Log(Time.timeSinceLevelLoad + " order arrived " + order.Type); break; case AgentOrder.E_OrderType.E_USE: Owner.WorldState.SetWSProperty(E_PropKey.E_USE_WORLD_OBJECT, true); if ((order.Position - Owner.Position).sqrMagnitude <= 1) { Owner.WorldState.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true); } else { Owner.WorldState.SetWSProperty(E_PropKey.E_AT_TARGET_POS, false); } DesiredPosition = order.Position; InteractionObject = order.InteractionObject; Interaction = order.Interaction; break; case AgentOrder.E_OrderType.E_ATTACK: if (order.Target == null || (order.Target.Position - Owner.Position).magnitude <= (WeaponRange + 0.2f)) { Owner.WorldState.SetWSProperty(E_PropKey.E_IN_WEAPONS_RANGE, true); } else { Owner.WorldState.SetWSProperty(E_PropKey.E_IN_WEAPONS_RANGE, false); } DesiredAttackType = order.AttackType; DesiredTarget = order.Target; DesiredDirection = order.Direction; DesiredAttackPhase = order.AnimAttackData; break; } // Debug.Log(Time.timeSinceLevelLoad + " order arrived " + order.Type); } else if (order.Type == AgentOrder.E_OrderType.E_ATTACK) { // Debug.Log(Time.timeSinceLevelLoad + " " +order.Type + " is nto allowed because " + currentOrder); } AgentOrderFactory.Return(order); }
public override void OnInspectorGUI() { TriggerObject obj = target as TriggerObject; string eTrigger = EditorGUILayout.TextField("触发事件", obj.eTrigger); int count = obj.eParams.Length; string[] extendParam = new string[count]; GUILayout.BeginHorizontal(); GUILayout.Label("事件参数"); GUI.color = new Color(0.5f, 1f, 0.5f, 1); if (GUILayout.Button("添加")) { List <string> cache = new List <string>(); for (int k = 0; k < count; k++) { cache.Add(obj.eParams[k]); } cache.Add(""); obj.eParams = cache.ToArray(); extendParam = cache.ToArray(); } GUILayout.EndHorizontal(); GUILayout.Space(5); for (int k = 0; k < obj.eParams.Length; k++) { GUILayout.BeginHorizontal(); extendParam[k] = EditorGUILayout.TextField(obj.eParams[k]); GUI.color = Color.red; if (GUILayout.Button("X", GUILayout.Width(20))) { List <string> cache = new List <string>(); for (int j = 0; j < obj.eParams.Length; j++) { if (j != k) { cache.Add(obj.eParams[j]); } } extendParam = cache.ToArray(); break; } GUI.color = new Color(0.85f, 1f, 0.85f, 1); GUILayout.EndHorizontal(); } GUI.color = Color.white; string triggerMask = EditorGUILayout.TextField("触发蒙板", obj.triggerMask); string eSound = EditorGUILayout.TextField("触发声音", obj.eSound); bool autoRelese = EditorGUILayout.Toggle("自动释放", obj.autoRelese); if (GUI.changed) { EditorTools.RegisterUndo("TriggerObject", obj); obj.eTrigger = eTrigger; obj.eParams = extendParam; obj.eSound = eSound; obj.autoRelese = autoRelese; obj.triggerMask = triggerMask; EditorTools.SetDirty(obj); } }
private static void ResetObj(TriggerObject triggerObject) { triggerObject.Collider.enabled = true; }
public override void ExplicitVisit(TriggerObject fragment) { _fragments.Add(fragment); }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> void Start() { trigger = GetComponent <TriggerObject>(); }
/// <summary> /// Container Class for all the properties for organization. /// </summary> /// <param name="c"></param> public TorqueScriptTemplate(ref dnTorque c) { m_ts = c; _mConsoleobject = new ConsoleObject(ref c); _mMathobject = new tMath(ref c); _mUtil = new UtilObject(ref c); _mHTTPObject = new HTTPObjectObject(ref c); _mTCPObject = new TCPObjectObject(ref c); _mDynamicConsoleMethodComponent = new DynamicConsoleMethodComponentObject(ref c); _mSimComponent = new SimComponentObject(ref c); _mArrayObject = new ArrayObjectObject(ref c); _mConsoleLogger = new ConsoleLoggerObject(ref c); _mFieldBrushObject = new FieldBrushObjectObject(ref c); _mPersistenceManager = new PersistenceManagerObject(ref c); _mSimDataBlock = new SimDataBlockObject(ref c); _mSimObject = new SimObjectObject(ref c); _mSimPersistSet = new SimPersistSetObject(ref c); _mSimSet = new SimSetObject(ref c); _mSimXMLDocument = new SimXMLDocumentObject(ref c); _mFileObject = new FileObjectObject(ref c); _mFileStreamObject = new FileStreamObjectObject(ref c); _mStreamObject = new StreamObjectObject(ref c); _mZipObject = new ZipObjectObject(ref c); _mDecalRoad = new DecalRoadObject(ref c); _mMeshRoad = new MeshRoadObject(ref c); _mRiver = new RiverObject(ref c); _mScatterSky = new ScatterSkyObject(ref c); _mSkyBox = new SkyBoxObject(ref c); _mSun = new SunObject(ref c); _mGuiRoadEditorCtrl = new GuiRoadEditorCtrlObject(ref c); _mForest = new ForestObject(ref c); _mForestWindEmitter = new ForestWindEmitterObject(ref c); _mForestBrush = new ForestBrushObject(ref c); _mForestBrushTool = new ForestBrushToolObject(ref c); _mForestEditorCtrl = new ForestEditorCtrlObject(ref c); _mForestSelectionTool = new ForestSelectionToolObject(ref c); _mCubemapData = new CubemapDataObject(ref c); _mDebugDrawer = new DebugDrawerObject(ref c); _mGuiTSCtrl = new GuiTSCtrlObject(ref c); _mGuiBitmapButtonCtrl = new GuiBitmapButtonCtrlObject(ref c); _mGuiButtonBaseCtrl = new GuiButtonBaseCtrlObject(ref c); _mGuiCheckBoxCtrl = new GuiCheckBoxCtrlObject(ref c); _mGuiIconButtonCtrl = new GuiIconButtonCtrlObject(ref c); _mGuiSwatchButtonCtrl = new GuiSwatchButtonCtrlObject(ref c); _mGuiToolboxButtonCtrl = new GuiToolboxButtonCtrlObject(ref c); _mGuiAutoScrollCtrl = new GuiAutoScrollCtrlObject(ref c); _mGuiDynamicCtrlArrayControl = new GuiDynamicCtrlArrayControlObject(ref c); _mGuiFormCtrl = new GuiFormCtrlObject(ref c); _mGuiFrameSetCtrl = new GuiFrameSetCtrlObject(ref c); _mGuiPaneControl = new GuiPaneControlObject(ref c); _mGuiRolloutCtrl = new GuiRolloutCtrlObject(ref c); _mGuiScrollCtrl = new GuiScrollCtrlObject(ref c); _mGuiStackControl = new GuiStackControlObject(ref c); _mGuiTabBookCtrl = new GuiTabBookCtrlObject(ref c); _mGuiBitmapCtrl = new GuiBitmapCtrlObject(ref c); _mGuiColorPickerCtrl = new GuiColorPickerCtrlObject(ref c); _mGuiDirectoryFileListCtrl = new GuiDirectoryFileListCtrlObject(ref c); _mGuiFileTreeCtrl = new GuiFileTreeCtrlObject(ref c); _mGuiGameListMenuCtrl = new GuiGameListMenuCtrlObject(ref c); _mGuiGameListOptionsCtrl = new GuiGameListOptionsCtrlObject(ref c); _mGuiGradientCtrl = new GuiGradientCtrlObject(ref c); _mGuiListBoxCtrl = new GuiListBoxCtrlObject(ref c); _mGuiMaterialCtrl = new GuiMaterialCtrlObject(ref c); _mGuiMLTextCtrl = new GuiMLTextCtrlObject(ref c); _mGuiPopUpMenuCtrl = new GuiPopUpMenuCtrlObject(ref c); _mGuiPopUpMenuCtrlEx = new GuiPopUpMenuCtrlExObject(ref c); _mGuiSliderCtrl = new GuiSliderCtrlObject(ref c); _mGuiTabPageCtrl = new GuiTabPageCtrlObject(ref c); _mGuiTextCtrl = new GuiTextCtrlObject(ref c); _mGuiTextEditCtrl = new GuiTextEditCtrlObject(ref c); _mGuiTextListCtrl = new GuiTextListCtrlObject(ref c); _mGuiTreeViewCtrl = new GuiTreeViewCtrlObject(ref c); _mGuiCanvas = new GuiCanvasObject(ref c); _mGuiControl = new GuiControlObject(ref c); _mGuiControlProfile = new GuiControlProfileObject(ref c); _mDbgFileView = new DbgFileViewObject(ref c); _mGuiEditCtrl = new GuiEditCtrlObject(ref c); _mGuiFilterCtrl = new GuiFilterCtrlObject(ref c); _mGuiGraphCtrl = new GuiGraphCtrlObject(ref c); _mGuiImageList = new GuiImageListObject(ref c); _mGuiInspector = new GuiInspectorObject(ref c); _mGuiInspectorTypeFileName = new GuiInspectorTypeFileNameObject(ref c); _mGuiInspectorTypeBitMask32 = new GuiInspectorTypeBitMask32Object(ref c); _mGuiMenuBar = new GuiMenuBarObject(ref c); _mGuiParticleGraphCtrl = new GuiParticleGraphCtrlObject(ref c); _mGuiShapeEdPreview = new GuiShapeEdPreviewObject(ref c); _mGuiInspectorDynamicField = new GuiInspectorDynamicFieldObject(ref c); _mGuiInspectorDynamicGroup = new GuiInspectorDynamicGroupObject(ref c); _mGuiInspectorField = new GuiInspectorFieldObject(ref c); _mGuiVariableInspector = new GuiVariableInspectorObject(ref c); _mGuiMessageVectorCtrl = new GuiMessageVectorCtrlObject(ref c); _mGuiProgressBitmapCtrl = new GuiProgressBitmapCtrlObject(ref c); _mGuiTickCtrl = new GuiTickCtrlObject(ref c); _mGuiTheoraCtrl = new GuiTheoraCtrlObject(ref c); _mMessageVector = new MessageVectorObject(ref c); _mEditTSCtrl = new EditTSCtrlObject(ref c); _mGuiMissionAreaCtrl = new GuiMissionAreaCtrlObject(ref c); _mMECreateUndoAction = new MECreateUndoActionObject(ref c); _mMEDeleteUndoAction = new MEDeleteUndoActionObject(ref c); _mWorldEditor = new WorldEditorObject(ref c); _mLangTable = new LangTableObject(ref c); _mPathedInterior = new PathedInteriorObject(ref c); _mMaterial = new MaterialObject(ref c); _mSimResponseCurve = new SimResponseCurveObject(ref c); _mMenuBar = new MenuBarObject(ref c); _mPopupMenu = new PopupMenuObject(ref c); _mFileDialog = new FileDialogObject(ref c); _mPostEffect = new PostEffectObject(ref c); _mRenderBinManager = new RenderBinManagerObject(ref c); _mRenderPassManager = new RenderPassManagerObject(ref c); _mRenderPassStateToken = new RenderPassStateTokenObject(ref c); _mSceneObject = new SceneObjectObject(ref c); _mSFXController = new SFXControllerObject(ref c); _mSFXParameter = new SFXParameterObject(ref c); _mSFXProfile = new SFXProfileObject(ref c); _mSFXSource = new SFXSourceObject(ref c); _mActionMap = new ActionMapObject(ref c); _mNetConnection = new NetConnectionObject(ref c); _mNetObject = new NetObjectObject(ref c); _mAIClient = new AIClientObject(ref c); _mAIConnection = new AIConnectionObject(ref c); _mAIPlayer = new AIPlayerObject(ref c); _mCamera = new CameraObject(ref c); _mDebris = new DebrisObject(ref c); _mGroundPlane = new GroundPlaneObject(ref c); _mGuiMaterialPreview = new GuiMaterialPreviewObject(ref c); _mGuiObjectView = new GuiObjectViewObject(ref c); _mItem = new ItemObject(ref c); _mLightBase = new LightBaseObject(ref c); _mLightDescription = new LightDescriptionObject(ref c); _mLightFlareData = new LightFlareDataObject(ref c); _mMissionArea = new MissionAreaObject(ref c); _mSpawnSphere = new SpawnSphereObject(ref c); _mPathCamera = new PathCameraObject(ref c); _mPhysicalZone = new PhysicalZoneObject(ref c); _mPlayer = new PlayerObject(ref c); _mPortal = new PortalObject(ref c); _mProjectile = new ProjectileObject(ref c); _mProximityMine = new ProximityMineObject(ref c); _mShapeBaseData = new ShapeBaseDataObject(ref c); _mShapeBase = new ShapeBaseObject(ref c); _mStaticShape = new StaticShapeObject(ref c); _mTrigger = new TriggerObject(ref c); _mTSStatic = new TSStaticObject(ref c); _mZone = new ZoneObject(ref c); _mRenderMeshExample = new RenderMeshExampleObject(ref c); _mLightning = new LightningObject(ref c); _mParticleData = new ParticleDataObject(ref c); _mParticleEmitterData = new ParticleEmitterDataObject(ref c); _mParticleEmitterNode = new ParticleEmitterNodeObject(ref c); _mPrecipitation = new PrecipitationObject(ref c); _mGameBase = new GameBaseObject(ref c); _mGameConnection = new GameConnectionObject(ref c); _mPhysicsDebrisData = new PhysicsDebrisDataObject(ref c); _mPhysicsForce = new PhysicsForceObject(ref c); _mPhysicsShape = new PhysicsShapeObject(ref c); _mAITurretShape = new AITurretShapeObject(ref c); _mTurretShape = new TurretShapeObject(ref c); _mFlyingVehicle = new FlyingVehicleObject(ref c); _mWheeledVehicle = new WheeledVehicleObject(ref c); _mTerrainBlock = new TerrainBlockObject(ref c); _mSettings = new SettingsObject(ref c); _mCompoundUndoAction = new CompoundUndoActionObject(ref c); _mUndoManager = new UndoManagerObject(ref c); _mUndoAction = new UndoActionObject(ref c); _mEventManager = new EventManagerObject(ref c); _mMessage = new MessageObject(ref c); }
public void SetObject(TriggerObject ob) { _tO = ob; }
public override void Visit(TriggerObject node) { this.action(node); }
/// <summary> /// The Unity Update method. /// </summary> protected override void Update() { base.Update(); // Exit the app when the 'back' button is pressed. if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); } // Check that motion tracking is tracking. if (Session.Status != SessionStatus.Tracking) { return; } if (!HasTriggerImages) { return; } // Get updated augmented images for this frame. Session.GetTrackables <AugmentedImage>(_tempAugmentedImages, TrackableQueryFilter.Updated); // Create visualizers and anchors for updated augmented images that are tracking and do not previously // have a visualizer. Remove visualizers for stopped images. foreach (var image in _tempAugmentedImages) { AugmentedImageVisualizer visualizer = null; _visualizers.TryGetValue(image.DatabaseIndex, out visualizer); if (image.TrackingState == TrackingState.Tracking && visualizer == null) { TriggerObject triggerObject = null; if (!TriggerObjects.TryGetValue(image.DatabaseIndex, out triggerObject)) { ErrorMessage = "No trigger object for database index " + image.DatabaseIndex; } // Create an anchor to ensure that ARCore keeps tracking this augmented image. Anchor anchor = image.CreateAnchor(image.CenterPose); visualizer = Instantiate(AugmentedImageVisualizerPrefab, anchor.transform); visualizer.Image = image; visualizer.TriggerObject = triggerObject; visualizer.ArBehaviour = this; _visualizers.Add(image.DatabaseIndex, visualizer); } else if (image.TrackingState == TrackingState.Stopped && visualizer != null) { _visualizers.Remove(image.DatabaseIndex); GameObject.Destroy(visualizer.gameObject); } } // Show the fit-to-scan overlay if there are no images that are Tracking. foreach (var visualizer in _visualizers.Values) { if (visualizer.Image.TrackingState == TrackingState.Tracking) { FitToScanOverlay.SetActive(false); return; } } FitToScanOverlay.SetActive(true); }