Exemple #1
0
    private void displayCards()
    {
        int        i        = 0;
        HandPrefab currHand = hands[i].GetComponent <HandPrefab>();

        foreach (var c in deck.getCards())
        {
            GameObject newCard = Instantiate(this.card);
            newCard.GetComponent <CardPrefab>().setCard(c);
            if (currHand.isHandFull())
            {
                i++;
                currHand = hands[i].GetComponent <HandPrefab>();
            }
            currHand.addCard(newCard);
        }
    }
Exemple #2
0
    void RightTeleportUpdate()
    {
        Vector2 axisInput;

        m_RightInputDevice.TryGetFeatureValue(CommonUsages.primary2DAxis, out axisInput);

        m_RightLineVisual.enabled = axisInput.y > 0.5f;

        RightTeleportInteractor.InteractionLayerMask = m_LastFrameRightEnable ? m_OriginalRightMask : new LayerMask();

        if (axisInput.y <= 0.5f && m_PreviousRightClicked)
        {
            m_RightController.Select();
        }


        if (axisInput.y <= -0.5f)
        {
            if (!RightTractorBeam.IsTracting)
            {
                RightTractorBeam.StartTracting();
            }
        }
        else if (RightTractorBeam.IsTracting)
        {
            RightTractorBeam.StopTracting();
        }

        //if the right animator is null, we try to get it. It's not the best performance wise but no other way as setup
        //of the model by the Interaction Toolkit is done on the first update.
        if (m_RightHandPrefab == null)
        {
            m_RightHandPrefab = RightDirectInteractor.GetComponentInChildren <HandPrefab>();
        }

        m_PreviousRightClicked = axisInput.y > 0.5f;

        if (m_RightHandPrefab != null)
        {
            m_RightHandPrefab.Animator.SetBool("Pointing", m_PreviousRightClicked);
        }

        m_LastFrameRightEnable = m_RightLineVisual.enabled;
    }