// Use this for initialization void Start() { ai_state = AI_STATE.STOPPED; vxe = VoxelExtractionPointCloud.Instance; lastposition = new Vector3 (); init (); }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; biome = BiomeScript.Instance; //for (int i=0; i<spawnObjects.Length; i++) // spawnObjects[i].SetActive (false); }
public void checkWeirdPosition() { //Don't know yet why, but for some SpawnObjects, they have not had their Start function occur so vxe would be null if (vxe == null) vxe = VoxelExtractionPointCloud.Instance; float distsqr = (transform.position - vxe.camera.transform.position).sqrMagnitude; if (distsqr < minDistSqr) { //low quality check voxelBelow = vxe.isVoxelThere (myTrans.position + Vector3.down * 0.5f * vxe.voxel_size); //voxelBelow |= vxe.isVoxelThere (myTrans.position + Vector3.down * 0.5f * vxe.voxel_size + Vector3.right * 0.2f * vxe.voxel_size); //voxelBelow |= vxe.isVoxelThere (myTrans.position + Vector3.down * 0.5f * vxe.voxel_size + Vector3.left * 0.2f * vxe.voxel_size); //voxelBelow |= vxe.isVoxelThere (myTrans.position + Vector3.down * 0.5f * vxe.voxel_size + Vector3.forward * 0.2f * vxe.voxel_size); //voxelBelow |= vxe.isVoxelThere (myTrans.position + Vector3.down * 0.5f * vxe.voxel_size + Vector3.back * 0.2f * vxe.voxel_size); stuckInVoxel = vxe.isVoxelThere (myTrans.position + Vector3.up * 0.5f * vxe.voxel_size); //stuckInVoxel |= vxe.isVoxelThere (myTrans.position + Vector3.up * 0.5f * vxe.voxel_size + Vector3.right * 0.2f * vxe.voxel_size); //stuckInVoxel |= vxe.isVoxelThere (myTrans.position + Vector3.up * 0.5f * vxe.voxel_size + Vector3.left * 0.2f * vxe.voxel_size); //stuckInVoxel |= vxe.isVoxelThere (myTrans.position + Vector3.up * 0.5f * vxe.voxel_size + Vector3.forward * 0.2f * vxe.voxel_size); //stuckInVoxel |= vxe.isVoxelThere (myTrans.position + Vector3.up * 0.5f * vxe.voxel_size + Vector3.back * 0.2f * vxe.voxel_size); if (stuckInVoxel) { myTrans.position += Vector3.up * vxe.voxel_size; } else if (!voxelBelow) { myTrans.position -= Vector3.up * vxe.voxel_size; } } }
void Start() { vxe = VoxelExtractionPointCloud.Instance; obj = this.gameObject; myTrans = obj.transform; onVoxelDown = Vector3.down * vxe.voxel_size; vxCoord = Vector3.zero; normal = Vector3.zero; minDistSqr = 10 * vxe.voxel_size; minDistSqr = minDistSqr * minDistSqr; }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; biome = BiomeScript.Instance; defaultFlag = leftcam.clearFlags; defaultLightIntensity = light.intensity; fourpts = new Vector3[2]; if(cubeswitch != null) { initPts(); } }
// Use this for initialization void Start() { allMask = leftCam.cullingMask; noMask = backCam.cullingMask; backCam.cullingMask = allMask; backCam.clearFlags = CameraClearFlags.Skybox; backCam.GetComponent <AudioListener> ().enabled = true; leftCam.gameObject.SetActive(false); rightCam.gameObject.SetActive(false); canvas.worldCamera = backCam; headsetImage.SetActive(false); vxe = VoxelExtractionPointCloud.Instance; UpdatePreScanMessage(); }
// Use this for initialization void Start() { ai_state = AI_STATE.STOPPED; vxe = VoxelExtractionPointCloud.Instance; if (camera == null) { camera = vxe.camera; } itemspawn = ItemSpawner.Instance; lastposition = new Vector3(); stepdownThreshold = vxe.voxel_size * 2; stepdownThreshold = stepdownThreshold * stepdownThreshold; playerFaceThreshold = vxe.voxel_size * 5; //init (); }
// Use this for initialization void Start() { allMask = leftCam.cullingMask; noMask = backCam.cullingMask; backCam.cullingMask = allMask; backCam.clearFlags = CameraClearFlags.Skybox; backCam.GetComponent<AudioListener> ().enabled = true; leftCam.gameObject.SetActive (false); rightCam.gameObject.SetActive (false); canvas.worldCamera = backCam; headsetImage.SetActive (false); vxe = VoxelExtractionPointCloud.Instance; UpdatePreScanMessage (); }
void Start() { //spawneditems = new GameObject[items.Length]; //for (int i=0; i<items.Length; i++) // spawneditems [i] = null; prevpositions = new IndexStack <Vec3Int> (new Vec3Int[20]); vxe = VoxelExtractionPointCloud.Instance; if (camera == null) { camera = vxe.camera; } biome = BiomeScript.Instance; }
void Start() { if (switchable) { mainObject.SetActive (true); alternateObject.SetActive (false); } vxe = VoxelExtractionPointCloud.Instance; obj = this.gameObject; myTrans = obj.transform; onVoxelDown = Vector3.down * vxe.voxel_size; vxCoord = Vector3.zero; normal = Vector3.zero; minDistSqr = 10 * vxe.voxel_size; minDistSqr = minDistSqr * minDistSqr; }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; biome = BiomeScript.Instance; mybiome = biome.biomeArea [0].biome; occupiedNearMe = new List <Chunks> (); assetChunkTable = new Dictionary <Vec3Int, GameObject> (); if (playerTrans == null) { playerTrans = GameObject.FindWithTag("Player").GetComponent <Transform> (); } spawns = new IndexStack <SpawnObject> (new SpawnObject[max_spawns + 20]); StartCoroutine(FullPullSpawn()); StartCoroutine(MaintainSpawns()); }
// Use this for initialization void Awake() { vxe = VoxelExtractionPointCloud.Instance; chunkObjs = vxe.chunkGameObjects; num_chunks_x = vxe.num_chunks_x; num_chunks_y = vxe.num_chunks_y; num_chunks_z = vxe.num_chunks_z; biomeOccupiedChunks = new IndexStack <Vec3Int> [activeBiomes]; for (int i = 0; i < activeBiomes; i++) { biomeOccupiedChunks[i] = new IndexStack <Vec3Int>(new Vec3Int[1000]); } initBiomes(); }
// Use this for initialization void Start() { //Initialize VBariables biome = BiomeScript.Instance; vxe = VoxelExtractionPointCloud.Instance; mybiome = biome.biomeArea [0].biome; au_source = GetComponent<AudioSource> (); if (playerTrans == null) playerTrans = GameObject.FindWithTag ("Player").GetComponent<Transform> (); /*playerCC = vxe.getChunkCoords (playerTrans.position); mybiome = biome.biomeMap [playerCC.x, playerCC.z]; prevBiome = mybiome; switchBiomeAudio (mybiome); */ StartCoroutine (waitToInitialize ()); }
// Use this for initialization void Start() { StartCoroutine(findFloor()); foreach (BiomeSpawn bm in currentBiomeSpawn) { spawnTable.Add(bm.biome, bm); } vxe = VoxelExtractionPointCloud.Instance; biome = BiomeScript.Instance; thingsSpawned = new List <GameObject> (); if (playerTrans == null) { playerTrans = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform> (); } //Debug Test for whether to use ActiveInHiearchy vs ActiveSelf //Debug.Log (string.Format ("Portal Active In Hiearchay {0} , Portal Active Self {1} ", portal.activeInHierarchy, portal.activeSelf)); }
// Use this for initialization void Start() { //Initialize VBariables biome = BiomeScript.Instance; vxe = VoxelExtractionPointCloud.Instance; mybiome = biome.biomeArea [0].biome; au_source = GetComponent <AudioSource> (); if (playerTrans == null) { playerTrans = GameObject.FindWithTag("Player").GetComponent <Transform> (); } /*playerCC = vxe.getChunkCoords (playerTrans.position); * mybiome = biome.biomeMap [playerCC.x, playerCC.z]; * prevBiome = mybiome; * switchBiomeAudio (mybiome); */ StartCoroutine(waitToInitialize()); }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; overlayInstances = new GameObject[dim, dim, dim]; for (int i = 0; i < dim; i++) { for (int j = 0; j < dim; j++) { for (int k = 0; k < dim; k++) { Mesh mesh = new Mesh(); mesh.vertices = ChunkTemplate.Instance.vertices; //mesh.normals = ChunkTemplate.Instance.normals; //mesh.uv = ChunkTemplate.Instance.uvs; mesh.colors32 = ChunkTemplate.Instance.colors; overlayInstances [i, j, k] = Instantiate(overlay); overlayInstances [i, j, k].GetComponent <MeshFilter>().mesh = mesh; overlayInstances [i, j, k].transform.parent = transform; } } } overlay.SetActive(false); }
protected virtual void Start() { mycollider = GetComponent<BoxCollider> (); audioSource = GetComponent<AudioSource> (); vxe = VoxelExtractionPointCloud.Instance; partsys.enableEmission = true; if (camera == null) camera = vxe.camera; if (partsys.isPlaying) partsys.Stop (); if (switches.Length < 1) InitSwitches (); num_switch = switches.Length; num_triggered = 0; for (int i=0; i< num_switch; i++) { switches [i].vparent = this; } }
void Awake() { mycollider = GetComponent<BoxCollider> (); myrenderer = GetComponent<MeshRenderer> (); vxe = VoxelExtractionPointCloud.Instance; }
// Use this for initialization void Start() { allMask = leftCam.cullingMask; noMask = backCam.cullingMask; //myAnim = GetComponent<Animator> (); //leftCam.cullingMask = noMask; //rightCam.cullingMask = noMask; //if (!VRmode) { backCam.cullingMask = allMask; backCam.clearFlags = CameraClearFlags.Skybox; backCam.GetComponent<AudioListener> ().enabled = true; leftCam.gameObject.SetActive (false); rightCam.gameObject.SetActive (false); canvas.worldCamera = backCam; //canvas [1].gameObject.SetActive (false); //} headsetImage.SetActive (false); vxe = VoxelExtractionPointCloud.Instance; //StartCoroutine (runitPreScanMessage ()); UpdatePreScanMessage (); }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; biome = BiomeScript.Instance; mybiome = biome.biomeArea [0].biome; occupiedNearMe = new List<Chunks> (); assetChunkTable = new Dictionary<Vec3Int, GameObject> (); if (playerTrans == null) playerTrans = GameObject.FindWithTag ("Player").GetComponent<Transform> (); InitializeEnvironmentBiome (ref desertGameObjects, "DesertAssets", ref desertAssets); InitializeEnvironmentBiome (ref grassGameObjects, "GrassAssets", ref grassAssets); InitializeEnvironmentBiome (ref IceGameObjects, "IceAssets", ref iceAssets); InitializeEnvironmentBiome (ref marshGameObjects, "MarshAssets", ref marshAssets); spawns = new IndexStack<SpawnObject> (new SpawnObject[max_spawns]); StartCoroutine (FullPullSpawn ()); StartCoroutine (MaintainSpawns ()); }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; myAnim = GetComponent<Animator> (); auSource = GetComponent<AudioSource> (); screenFadeScript = playerTrans.GetComponent<ScreenFade> (); playerGazeScript = playerTrans.GetComponent<TutorialGaze> (); pocketWatch = pWatchPokeScript.gameObject; pWatchPokeScript.enabled = false; SetMeshRenderersInChildren (pocketWatch, false); auSource.pitch = 0.75f; TheSheepDog.transform.position = watchTrans.position; tutorialPhase = TutorialPhase.SetUpHypno; SetMeshRenderersInChildren (tutorialSheep, false); //Disable for now, will use GazeTutorial Later //SetMeshRenderersInChildren (gazeTutorialGameObjects, false); SetMainGameObjects (false); }
//float minDistSqr; void Awake() { vxe = VoxelExtractionPointCloud.Instance; }
protected virtual void Awake() { vxe = VoxelExtractionPointCloud.Instance; }
void Awake() { mycollider = GetComponent <BoxCollider> (); myrenderer = GetComponent <MeshRenderer> (); vxe = VoxelExtractionPointCloud.Instance; }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; init(); }
// Use this for initialization void Start() { myTrans = GetComponent <Transform> (); cubeTrans = cubeswitch.gameObject.transform; vxe = VoxelExtractionPointCloud.Instance; }
void Start() { vxe = VoxelExtractionPointCloud.Instance; spawned = false; }
void Start() { vxe = VoxelExtractionPointCloud.Instance; partsys.Stop (); //cubeswitch.gameObject.SetActive (false); }
// Use this for initialization void Start() { myTrans = GetComponent<Transform> (); cubeTrans = cubeswitch.gameObject.transform; vxe = VoxelExtractionPointCloud.Instance; }
// Use this for initialization void Start() { vxe = VoxelExtractionPointCloud.Instance; myAnim = GetComponent<Animator> (); auSource = GetComponent<AudioSource> (); screenFadeScript = playerTrans.GetComponent<ScreenFade> (); playerGazeScript = playerTrans.GetComponent<TutorialGaze> (); pocketWatch = pWatchPokeScript.gameObject; pWatchPokeScript.enabled = false; SetMeshRenderersInChildren (pocketWatch, false); auSource.pitch = 0.75f; biome.setAllMaterials (biome.fadedMaterials [0]); tutorialPhase = TutorialPhase.SetUpHypno; #if GazeTut SetMeshRenderersInChildren (tutorialSheep, false); #endif //Disable for now, will use GazeTutorial Later //SetMeshRenderersInChildren (gazeTutorialGameObjects, false); SetMainGameObjects (false); audioCueManager.playAudioClip (audioCueManager.lookForPocketWatch); }
// Use this for initialization void Start() { ai_state = AI_STATE.STOPPED; vxe = VoxelExtractionPointCloud.Instance; itemspawn = ItemSpawner.Instance; lastposition = new Vector3 (); stepdownThreshold = vxe.voxel_size * 2; stepdownThreshold = stepdownThreshold * stepdownThreshold; playerFaceThreshold = vxe.voxel_size * 7; //init (); }
// Use this for initialization void Start() { StartCoroutine (findFloor ()); foreach (BiomeSpawn bm in currentBiomeSpawn) { spawnTable.Add (bm.biome, bm); } vxe = VoxelExtractionPointCloud.Instance; biome = BiomeScript.Instance; thingsSpawned = new List<GameObject> (); if (playerTrans == null) playerTrans = GameObject.FindGameObjectWithTag ("Player").GetComponent<Transform> (); //Debug Test for whether to use ActiveInHiearchy vs ActiveSelf //Debug.Log (string.Format ("Portal Active In Hiearchay {0} , Portal Active Self {1} ", portal.activeInHierarchy, portal.activeSelf)); }