Example #1
0
    public void backToGame()
    {
        GameObject       scoreHelper = GameObject.Find("persistentObj");
        persistentHelper ph          = scoreHelper.GetComponent <persistentHelper>();

        ph.firstTimeSetup = false;
        SceneManager.LoadScene(0);
    }
Example #2
0
    //public Text usernameText;

    // Use this for initialization
    void Start()
    {
        ph            = FindObjectOfType <persistentHelper>();
        sourceIsLocal = false;
        camRotScp     = GetComponent <CamRotScp>();
        if (!ph.firstTimeSetup)
        {
            GameObject.Find("UserStartCanvas").SetActive(false);
        }
        //loadUserName();
    }
Example #3
0
    // Use this for initialization
    void Start()
    {
        //string fname = getFnames ();
        ph = GameObject.Find("persistentObj").GetComponent <persistentHelper>();
        Texture2D tex = ph.imgTextures[id];

        if (tex != null)
        {
            mat.SetTexture("_MainTex", ph.imgTextures[id]);
        }
        //setRewardSceneShader (gameObject, fname);
    }
Example #4
0
 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(this.gameObject);
     }
     else
     {
         _instance = this;
     }
     firstTimeSetup = false;
     DontDestroyOnLoad(this.gameObject);
     imgTextures    = new Texture2D[9];
     firstTimeSetup = true;
     rewardLevel    = 0;
 }
Example #5
0
 // Use this for initialization
 void Start()
 {
     gm = gameObject.GetComponent <GuessManager>();
     tm = gameObject.GetComponent <textureMod>();
     ph = FindObjectOfType <persistentHelper>();
     um = FindObjectOfType <userManager>();
     // Initialize name and round indexes
     for (int i = 0; i < 3; i++)
     {
         // Deactivate all objects
         roundTextObjs[i].SetActive(false);
     }
     // Automatically setup the textures if this is not the first login
     // The Done button calls this fn the first time
     if (!ph.firstTimeSetup)
     {
         getNamesAndSetTextures();
         ph.setAnimColor(); // also change the effect color of the animation button
     }
 }
Example #6
0
    // ========================================= VOID START ==================================================//
    void Start()
    {
        tm = gameObject.GetComponent <textureMod> ();
        ph = FindObjectOfType <persistentHelper>();
        if (ph != null)
        {
            rewardLevel = ph.rewardLevel;
        }
        else
        {
            rewardLevel = 1;
        }

        // cycle over each stage and set up varibles
        for (int i = 0; i < numstages; i++)
        {
            // obtain speeds from distance and time specified
            stage_speed [i] = dist [i] / t_stage [i];
            // all use simple cosine gradient
            norms [i] = PIover2;
            // Create and start delay+ state change croutines
            stagedelay[i] = DelayAndChangeStage(postStepDelays[i], i + 1);
            // All current distances are 0;
            current_dist[i]   = 0f;
            stageComplete [i] = false;
        }
        stage_speed [5] = stage_speed [4];
        t_stage [5]     = stage_speed [5] / dist [5];
        // Cycle over the number of image frames
        for (int i = 0; i < numframes; i++)
        {
            // Set up stage 5 routines. landscape frames rotate clockwise, portraits rotate anticlockwise
            if (i < 4)               // landscape frames
            {
                stage5_routines [i] = stage_5_rotator(frames [i], i, -1, i * 90);
            }
            else
            {
                stage5_routines [i] = stage_5_rotator(frames [i], i, 1, 45f + (i - 4) * 90);
            }
            stage5Executed [i] = false;
            // Get the translation vectors. These are obtained with respect to the parent positions. the parent (landscapeCenter/ portraitCenter)
            // is responsible for z axis translation, while each fram is individually translated in the translation Vector direction in stage 1
            translationVectors [i] = frames [i].transform.localPosition;
            // set the position of each frame w.r.t its parent to a certian fraction of the initial distance. The overridden initial distance is the
            // distance that the frames will reach at the end of stage 1
            frames [i].transform.localPosition = translationVectors[i] * initialFraction;
        }

        /* Stage 5 has a special setup. I specify a desired angle of rotation (multiple of 90)
         * using a fraction of stage 4's speed as the desired speed, the script then calcualates how
         * long it would take for the desired rotation amount and assigns it.
         * This will be the speed used even in the carousel stages */

        // Calculate amount of time for camera zoom to occur. This will occur until stage 2 begins
        float camZoomDelay = 0;

        // Add the amount of time between the start of stage 0 and the end of stage 2
        // This includes the actual stage run time and the prestep stage delays.
        for (int i = 0; i < 2; i++)
        {
            camZoomDelay += postStepDelays [i] + t_stage [i];
        }
        camRoutines [0] = CamZoomRoutine(camZoomDelay, initialFOV, 45);
        current_stage   = 0;
        t_elapsed       = 0;
    }