public void InitPlayer() { List <User> users = NetManager.GetInstance().sfs.UserManager.GetUserList(); foreach (User item in users) { int role = item.GetVariable("role").GetIntValue(); GameObject tmpPlayer = ResManager.GetInstance().GetRes <GameObject>("Player/tank" + role, true); tmpPlayer.name = item.Name; mUsers.Add(item.Name, tmpPlayer); if (item.IsItMe) { tmpPlayer.AddComponent <TankController>(); Vector3 v = tmpPlayer.transform.position; tmpPlayer.transform.position = this.transform.Find("b" + UnityEngine.Random.Range(0, 2)).position; CameraCtrl cc = GameObject.Find("CameraCtrl").GetComponent <CameraCtrl>(); cc.target = tmpPlayer.transform; cc.transform.position = tmpPlayer.transform.position - tmpPlayer.transform.forward.normalized * 2; } else { tmpPlayer.AddComponent <AsyncPlayer>(); tmpPlayer.transform.position = this.transform.Find("b" + UnityEngine.Random.Range(0, 2)).position; } } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ public void CrossFade( CameraCtrl _cameraCtrl, float _duration = 0.3f ) { if ( _cameraCtrl.layer >= MAX_LAYER ) { Debug.LogError ( string.Format( "Failed to CrossFade CameraCtrl: {0}, camera layer ({1}) out of range. MAX_LAYER is {2}.", _cameraCtrl.name, _cameraCtrl.layer, MAX_LAYER ) ); return; } // DISABLE { // if ( layerToCameraCtrls[_cameraCtrl.layer].IndexOf(_cameraCtrl) != -1 ) // { // layerToCameraCtrls[_cameraCtrl.layer].Remove(_cameraCtrl); // } // layerToCameraCtrls[_cameraCtrl.layer].Add(_cameraCtrl); // } DISABLE end PushRequest( _cameraCtrl, 1.0f, _duration ); foreach ( CameraCtrl cameraCtrl in layerToCameraCtrls[_cameraCtrl.layer] ) { if ( cameraCtrl == _cameraCtrl ) continue; PushRequest( cameraCtrl, 0.0f, _duration ); } layerToBlendStates[_cameraCtrl.layer].Clear(); }
void Start() { _tank = new TankCtrl(); _tank.start(this); _camera = new CameraCtrl(); _camera.start(this); }
public override void Enter(CameraCtrl fsm) { // init base component base.Enter(fsm); // apply rotation speed settings to all characters // vertical rotation ----------------------------- IsPlayer[] playerChars = GameObject.FindObjectsOfType<IsPlayer>(); foreach (IsPlayer character in playerChars) { ControlledMove moveCtrl = character.gameObject.GetComponent<ControlledMove>(); moveCtrl.rotateSpeed = rotationSpeed; } // ----------------------------------------------- // set Lerp values -> offset from zoomPoint offsetFromTarget = (chaseState.chasePoint.position - zoomPoint.position).magnitude; offsetFromTarget_Start = offsetFromTarget; offsetFromTarget_End = 0f; // reset lerp timer currentLerpTime = 0f; // copy vertical offset from previous camera state offsetFromTargetVert = fsmCtrl.prevState.offsetFromTargetVert; // get direction to target Vector3 disp = chaseState.chasePoint.position - zoomPoint.position; desiredPos = zoomPoint.position + disp.normalized * offsetFromTarget; // enable current player rotation ControlledMove curMoveCtrl = fsmCtrl.chaseTarget.GetComponent<ControlledMove>(); curMoveCtrl.lockRotation = false; }
private void CameraCtrl_ImageReceived(object sender, AxNeptuneLib._INeptuneEvents_ImageReceivedEvent e) { try { if (_bIsStart == true) { string strGPS = _pGPSCtrl.RMCData.UTCDate + " " + _pGPSCtrl.RMCData.LocalTime; strGPS += " "; strGPS += _pGPSCtrl.RMCData.Longitude; strGPS += " "; strGPS += _pGPSCtrl.RMCData.Latitude; strGPS += " "; strGPS += (_pGPSCtrl.RMCData.Speed * 1.8).ToString(); CameraCtrl.ClearOverlay(); CameraCtrl.DrawOverlayText(20, 20, 80, 255, 0, 0, strGPS); if (_bIsSave == true) { string strFileName = String.Format("image_{0}_{1}.jpg", (_nSaveCount++), strGPS); CameraCtrl.SaveImage(strFileName, 100); } } } catch { MessageBox.Show("Unavailable Capture Path."); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); CameraCtrl _target = (CameraCtrl)target; _target.gameObject.name = _target.cameraType.ToString(); }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ public void CrossFade(CameraCtrl _cameraCtrl, float _duration = 0.3f) { if (_cameraCtrl.layer >= MAX_LAYER) { Debug.LogError(string.Format("Failed to CrossFade CameraCtrl: {0}, camera layer ({1}) out of range. MAX_LAYER is {2}.", _cameraCtrl.name, _cameraCtrl.layer, MAX_LAYER)); return; } // DISABLE { // if ( layerToCameraCtrls[_cameraCtrl.layer].IndexOf(_cameraCtrl) != -1 ) // { // layerToCameraCtrls[_cameraCtrl.layer].Remove(_cameraCtrl); // } // layerToCameraCtrls[_cameraCtrl.layer].Add(_cameraCtrl); // } DISABLE end PushRequest(_cameraCtrl, 1.0f, _duration); foreach (CameraCtrl cameraCtrl in layerToCameraCtrls[_cameraCtrl.layer]) { if (cameraCtrl == _cameraCtrl) { continue; } PushRequest(cameraCtrl, 0.0f, _duration); } layerToBlendStates[_cameraCtrl.layer].Clear(); }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void PushRequest(CameraCtrl _cameraCtrl, float _weight, float _duration) { BlendState blendState = null; for (int i = 0; i < blendRequestList.Count; ++i) { BlendState curBlendState = blendRequestList[i]; if (curBlendState.target == _cameraCtrl) { blendState = curBlendState; break; } } if (blendState == null) { blendState = new BlendState(_cameraCtrl, _weight, _duration); blendRequestList.Add(blendState); } else { blendState.destWeight = _weight; blendState.duration = _duration; } }
public bool InView() { CameraCtrl cmr = CameraCtrl.instance; if (!cmr) { return(false); } int withinBounds = 0; // Checks if the Blueprint is in view. if (transform.position.x + 128f < cmr.transform.position.x + 104) { withinBounds++; } if (transform.position.x + 128f > cmr.transform.position.x - 104) { withinBounds++; } if (transform.position.y + 128f < cmr.transform.position.y + 104) { withinBounds++; } if (transform.position.y + 128f > cmr.transform.position.y - 104) { withinBounds++; } return(withinBounds == 4); }
void Start() { instance = this; m_mainCamera = Camera.main; m_cameraCtrl = m_mainCamera.GetComponent <CameraCtrl>(); screenDragTrigger.onDrag += OnScreenDrag; }
public override void Enter(CameraCtrl fsm) { // init base component base.Enter(fsm); // apply rotation speed settings to all characters // horizontal rotation --------------------------- IsPlayer[] playerChars = GameObject.FindObjectsOfType<IsPlayer>(); foreach (IsPlayer character in playerChars) { ControlledMove moveCtrl = character.gameObject.GetComponent<ControlledMove>(); moveCtrl.rotateSpeed = rotationSpeed; } // ----------------------------------------------- // enter init position with default parameters on first enter if (currentPos == Vector3.zero) { // calculate distance offset from target offsetFromTarget = (targetFocusPoint.position - chasePoint.position).magnitude; // offset is set to max at init, no LERP between states is needed offsetFromTarget_End = offsetFromTarget; // offset value starts from the chasePoint offsetFromTargetVert = 0f; // get direction from chasePoint helper to target Vector3 disp = chasePoint.position - targetFocusPoint.position; desiredPos = targetFocusPoint.position + disp.normalized * offsetFromTarget; } else { // transition to ChaseState from ZoomState if (fsmCtrl.prevState is ZoomState) { // set Lerp values -> offset from zoomPoint offsetFromTarget_Start = (targetFocusPoint.position - zoomState.zoomPoint.position).magnitude; offsetFromTarget_End = (targetFocusPoint.position - chasePoint.position).magnitude; offsetFromTarget = offsetFromTarget_Start; // reset lerp timer currentLerpTime = 0f; } else { offsetFromTarget = (targetFocusPoint.position - chasePoint.position).magnitude; } // copy vertical offset from previous camera state offsetFromTargetVert = fsmCtrl.prevState.offsetFromTargetVert; // get direction to target Vector3 disp = chasePoint.position - targetFocusPoint.position; desiredPos = targetFocusPoint.position + disp.normalized * offsetFromTarget; // camera position on vertical plane desiredPos.y = chasePoint.position.y + offsetFromTargetVert; } // enable current player rotation //ControlledMove curMoveCtrl = fsmCtrl.chaseTarget.GetComponent<ControlledMove>(); //curMoveCtrl.lockRotation = false; }
// Use this for initialization void Start() { roundController = FindObjectOfType <RoundController>(); roomContraller = FindObjectOfType <RoomContraller>(); diceRoll = FindObjectOfType <DiceRollCtrl>(); confirmUI = FindObjectOfType <ConfirmManageUI>(); camCtrl = FindObjectOfType <CameraCtrl>(); }
public Slider mSpeedSlider; //速度滑动条 void Start() { gCtrl = GetComponent <GameCtrl> (); camCtrl = Camera.main.GetComponent <CameraCtrl> (); mSpeedText.text = "Mouse Move Speed: " + camCtrl.moveSpeed.ToString(); mSpeedSlider.value = camCtrl.moveSpeed; }
void Start() { PM = GameObject.Find("Player").GetComponent <PlayerMove>(); cam_mainCamera = GameObject.Find("Main Camera").GetComponent <CameraCtrl>(); cam_subCamera = GameObject.Find("Sub camera").GetComponent <CameraCtrl>(); changeCameraSight(); }
public void RunOvercharge() { ghostCharacter.RunShock(); explodeParticleSystem.Play(); burstParticleSystem.Play(); SoundManager.PlaySound(SoundManager.SoundType.SoundFX, overchargeSound, 1.0f, Random.Range(0.75f, 1.25f)); CameraCtrl.Shake(0.15f, 50.0f); }
// TODO: curve public BlendState(CameraCtrl _target, float _weight, float _duration) { target = _target; duration = _duration; timer = 0.0f; srcWeight = _target.weight; destWeight = _weight; }
// 应用启动方法 private void Start() { m_pCamera = Camera.main.gameObject; m_pCameraCtrl = new CameraCtrl(m_pCamera); m_pPicker = null; InitProject(); }
void Start() { this.bloodBar = ScriptEF.CreateBloodBar(gameObject); gameObject.animation.wrapMode = WrapMode.Once; cameraCtrl = Camera.main.GetComponent <CameraCtrl>(); myController = GetComponent <CharacterController>(); initObj(); }
// Use this for initialization void Start() { roundController = FindObjectOfType <RoundController>(); roomContraller = FindObjectOfType <RoomContraller>(); HiddenRoom01 = FindObjectOfType <H_hiddenRoom>(); camCtrl = FindObjectOfType <CameraCtrl>(); this.setThingCode(ThingConstant.HIDDEN_DOOR_01_CODE); }
void Start() { cam = Camera.main; cameraCtrl = cam.GetComponent <CameraCtrl>(); lineVisual.positionCount = lineSegment; Hide(); }
// Use this for initialization void Start() { roundController = FindObjectOfType <RoundController>(); roomContraller = FindObjectOfType <RoomContraller>(); camCtrl = FindObjectOfType <CameraCtrl>(); this.setThingCode(ThingConstant.UPSTAIR_ENTER_CODE); }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void PushCameraCtrlIfNotExist(CameraCtrl _cameraCtrl) { // find if the camera ctrl is already in layerToCameraCtrls list, if not, add it if (layerToCameraCtrls[_cameraCtrl.layer].IndexOf(_cameraCtrl) == -1) { _cameraCtrl.weight = 0.0f; layerToCameraCtrls[_cameraCtrl.layer].Add(_cameraCtrl); } }
protected override void Start() { m_unitTag = "Player"; gameObject.tag = m_unitTag; CDataManager dataMgr = CDataManager.Inst; if (dataMgr == null) { return; } Data.PlayerInfo playerInfo = dataMgr.PlayerRecord.PlayerInfo; GameObject genderPrefab = null; if (playerInfo.gender == Gender.Female) { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Female"); Gender = Gender.Female; } else { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Male"); Gender = Gender.Male; } if (genderPrefab == null) { return; } GameObject genderGO = Instantiate(genderPrefab, transform); genderGO.name = genderPrefab.name; base.Start(); m_inputCtrl = GetComponent <CInputCtrl>(); CameraCtrl.SetCamera(m_inputCtrl, this); m_inventory = GetComponent <CInventory>(); m_inventory.Initialized(this); if (m_unitUIPrefab) { GameObject uiObj = Instantiate <GameObject>(m_unitUIPrefab, CStageUIManager.Inst.transform); uiObj.name = m_unitUIPrefab.name; m_unitUI = uiObj.GetComponent <CUnitUI>(); if (m_unitUI != null) { m_unitUI.Init(this); } } }
public void RunDashFX() { dashRenderer.emitting = true; dashParticleSystem.Play(); var emission = dashParticleSystem.emission; emission.enabled = true; CameraCtrl.Shake(0.15f, 20.0f); eyesBase.localScale = new Vector3(1.5f, 1.5f, 1.0f); }
// Use this for initialization void Start() { eventController = FindObjectOfType <EventController> (); roundController = FindObjectOfType <RoundController> (); roomContraller = FindObjectOfType <RoomContraller> (); camCtrl = FindObjectOfType <CameraCtrl> (); }
public void playerSpawn(GameObject newGameObject) { // attach camera CameraCtrl cameraCtrl = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraCtrl>(); cameraCtrl.Attach(newGameObject); // wait before spawning the character StartCoroutine(EndSpawn(newGameObject, endOfSpawnDelay)); }
public Vector3 View2WorldPos(float x, float y) { CameraCtrl uiCam = Instance.GetCamera(CameraCtrl.CameraType.UICamera); if (uiCam == null || uiCam.Camera == null) { return(Vector3.zero); } return(uiCam.Camera.ViewportToWorldPoint(new Vector3(x, y, 0))); }
//int time; //public List<GameObject> instancesEnermies; // Use this for initialization protected override void OnStart() { cloneplayer = Instantiate(player , Vector3.zero , Quaternion.identity) as GameObject; cam = GetComponent<CameraCtrl>(); cam.SetTarget(cloneplayer.transform); //instancesEnermies.Add(pEnermy); Messenger.RegisterListener(new Listener("Damage", cloneplayer, "HandleMessage")); }
private void Awake() { if (instance == null) { instance = this; } cam = Camera.main; originPosition = transform.position; }
// Start is called before the first frame update void Start() { Coli = GetComponent <PlayerCollision>(); Rigid = GetComponent <Rigidbody>(); Anim = GetComponentInChildren <Animator>(); Visual = GetComponent <PlayerVisual>(); Cam = GetComponentInChildren <CameraCtrl>(); Cam.GetComponent <CameraCtrl>().Setup(this.transform); Cam.transform.parent = null; }
private void PropertyBtn_Click(object sender, EventArgs e) { try { CameraCtrl.ShowPropertyPage(); } catch (Exception ex) { MessageBox.Show(ex.Message); } }
void Awake() { instance = this; startPos = transform.position; PostProcessVolume volume = GetComponentInChildren <PostProcessVolume>(); profile = volume.profile; chromaticAberration = profile.GetSetting <ChromaticAberration>(); }
public FlyTask(CameraCtrl pCtrl, CTRL_MODE eMode, Vector3 mTarget, float nLng, float nLat, float nDistance, float nPitch, float nYaw) { m_pCameraCtrl = pCtrl; m_eMode = eMode; m_mTarget = mTarget; m_nLng = nLng; m_nLat = nLat; m_nDistance = nDistance; m_nPitch = nPitch; m_nYaw = nYaw; }
private void InitializeEnv() { CameraCBox.Items.Clear(); CameraCBox.SelectedIndex = -1; System.Array arCameraList = (System.Array)CameraCtrl.GetCameraList(); for (int i = 0; i < arCameraList.Length; i++) { CameraCBox.Items.Add(arCameraList.GetValue(i)); CameraCBox.SelectedIndex = i; } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ public void Blend( CameraCtrl _cameraCtrl, float _weight, float _duration = 0.3f ) { if ( _cameraCtrl.layer >= MAX_LAYER ) { Debug.LogError ( string.Format( "Failed to CrossFade CameraCtrl: {0}, camera layer ({1}) out of range. MAX_LAYER is {2}.", _cameraCtrl.name, _cameraCtrl.layer, MAX_LAYER ) ); return; } PushRequest( _cameraCtrl, _weight, _duration ); // layerToBlendStates[_cameraCtrl.layer].Clear(); }
void Start() { CameraMng cameraMng = Game.instance.GetComponent<CameraMng>(); if ( cameraMng ) { GameObject ctrlGO = Instantiate( OrbitFollowCameraCtrlPrefab, Vector3.zero, Quaternion.identity ) as GameObject; if ( ctrlGO ) { OrbitFollowCameraCtrl orbitFollow = ctrlGO.GetComponent<OrbitFollowCameraCtrl>(); if ( orbitFollow ) { orbitFollow.traceTarget = player.transform; orbitFollow.MoveTo ( player.transform.position - player.transform.forward * 10.0f + player.transform.up * 10.0f ); orbitFollow.Apply (); camCtrl1 = orbitFollow; cameraMng.CrossFade(camCtrl1); } } } }
// TODO: curve public BlendState( CameraCtrl _target, float _weight, float _duration ) { target = _target; duration = _duration; timer = 0.0f; srcWeight = _target.weight; destWeight = _weight; }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ public void FadeOut( CameraCtrl _cameraCtrl, float _duration = 0.3f ) { // TODO: }
public void Awake() { mState = transform.parent.gameObject.GetComponentInChildren<MapState>(); charLSManager = transform.parent.Find("charLSManager").GetComponent<LinkedSpriteManager>(); itemLSManager = transform.parent.Find("charLSManager").GetComponent<LinkedSpriteManager>(); enemyLSManager = transform.parent.Find("enemyLSManager").GetComponent<LinkedSpriteManager>(); camCtrl = Camera.mainCamera.GetComponent<CameraCtrl>(); settings = transform.parent.gameObject.GetComponentInChildren<Settings>(); DontDestroyOnLoad (transform.parent); }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void PushCameraCtrlIfNotExist( CameraCtrl _cameraCtrl ) { // find if the camera ctrl is already in layerToCameraCtrls list, if not, add it if ( layerToCameraCtrls[_cameraCtrl.layer].IndexOf(_cameraCtrl) == -1 ) { _cameraCtrl.weight = 0.0f; layerToCameraCtrls[_cameraCtrl.layer].Add(_cameraCtrl); } }
// ------------------------------------------------------------------ // Desc: // ------------------------------------------------------------------ void PushRequest( CameraCtrl _cameraCtrl, float _weight, float _duration ) { BlendState blendState = null; for ( int i = 0; i < blendRequestList.Count; ++i ) { BlendState curBlendState = blendRequestList[i]; if ( curBlendState.target == _cameraCtrl ) { blendState = curBlendState; break; } } if ( blendState == null ) { blendState = new BlendState( _cameraCtrl, _weight, _duration ); blendRequestList.Add(blendState); } else { blendState.destWeight = _weight; blendState.duration = _duration; } }
public virtual void Enter(CameraCtrl fsm) { fsmCtrl = fsm; }