Exemple #1
0
    public void SwitchPartner(bool playerInLaser)
    {
        partnerPreviewRenderer.enabled = false;
        previewRenderer.enabled        = false;


        partnerLinkedPair.timesFlipped += 1;

        if (playerInLaser) //player is going to laser with this object, so partner should be set to real
        {
            ShaderUtility.ShaderToReal(partnerMaterial);

            partner.GetComponent <Transition>().SetStart(1f);

            StartCoroutine(flipTransitionRoutine(1, 0f, 1f, false));

            partner.layer = 11;
        }

        else //player is going to real, so the pair should go to laser
        {
            ShaderUtility.ShaderToLaser(partnerMaterial);

            partner.GetComponent <Transition>().SetStart(0f);

            StartCoroutine(flipTransitionRoutine(0f, 1f, 1f, true));


            partner.layer = 10;
        }
    }
Exemple #2
0
    }                                              //used in flippable

    public virtual void LoadShader(bool real)
    {
        if (real)
        {
            ShaderUtility.ShaderToReal(_material);
        }

        else
        {
            ShaderUtility.ShaderToLaser(_material);
        }
    }
    public override void Drop()
    {
        StopAllCoroutines();
        wait = false;
        currentPositionVelocity = originalVelocity;

        //put the object down with the right shader
        if (player.GetComponent <flipScript>().space)
        {
            ShaderUtility.ShaderToReal(_renderer.material);

            GetComponent <Transition>().SetStart(0f);
            SetMaterialFloatProp("_onHover", 1);

            //renderer.material.SetInt("_onHold", 0);
            this.gameObject.layer = 11;
        }

        else
        {
            ShaderUtility.ShaderToLaser(_renderer.material);

            GetComponent <Transition>().SetStart(1f);
            OffSelect();
            SetMaterialFloatProp("_onHover", 1);

            //renderer.material.SetInt("_onHold", 0);
            this.gameObject.layer = 10;
        }

        Vector3 currentVelocity = rigidbody.velocity;

        if (currentVelocity.magnitude > maxVelocity)
        {
            //.Log("before " + currentVelocity);
            rigidbody.velocity = Vector3.ClampMagnitude(currentVelocity, maxVelocity);
            //Debug.Log(rigidbody.velocity + ", " + rigidbody.velocity.magnitude);
        }

        FlipCore(false);
        _iconContainer.SetOpenHand();
        selected = false;
        OffSelect();
        rigidbody.freezeRotation = false;
        beenPickedUp             = true;
        rigidbody.constraints    = RigidbodyConstraints.None;
        rigidbody.useGravity     = true;
        ResetWalk();
    }
Exemple #4
0
    public void Flip(bool dir)
    {
        //quick setup for if we're changing the core shader before the core itself has done the awake
        if (!renderMat)
        {
            renderMat = GetComponent <Renderer>().material;
        }

        if (dir)
        {
            ShaderUtility.ShaderToLaser(renderMat);
            GetComponent <Transition>().SetStart(1f);
        }
        else
        {
            ShaderUtility.ShaderToReal(renderMat);
            GetComponent <Transition>().SetStart(0f);
        }
    }
/*
 *  protected void SelfLayerSwitch()
 *  {
 *      bool goingToReal;
 *
 *      if (gameObject.layer.Equals(10))
 *
 *      {
 *          SetObjectToReal();
 *          goingToReal = true;
 *      }
 *
 *      else
 *      {
 *          SetObjectToLaser();
 *
 *          goingToReal = false;
 *      }
 *
 *      HoldableObject.ObjectType type = objectType;
 *
 *      if (type == HoldableObject.ObjectType.Morph)
 *          {
 *
 *          GetComponent<MorphController>().OnFlip(goingToReal);
 *          }
 *  }
 */

    protected void ForcedTransitionEffect()
    {
        Transition transition = _transition;


        float direction = 1f;

        if (gameObject.layer == 11)
        {
            if (Toolbox.Instance.PlayerInLaser())
            {
                Debug.Log("1");
                transition.SetStart(_material.GetFloat("_TransitionState"));
                direction = 1f;
                if (_core)
                {
                    ShaderUtility.ShaderToLaser(_core.gameObject.GetComponent <Renderer>().material);

                    _coreTransition.StopAllCoroutines();
                    _coreTransition.SetStart(0f);
                    _coreTransition.Flip(1f, Toolbox.Instance.globalFlipSpeed);
                }
            }

            else
            {
                Debug.Log("2");

                transition.SetStart(1f - _material.GetFloat("_TransitionState"));
                direction = 0f;

                if (_core)
                {
                    ShaderUtility.ShaderToLaser(_core.gameObject.GetComponent <Renderer>().material);

                    _coreTransition.StopAllCoroutines();
                    _coreTransition.SetStart(1f);
                    _coreTransition.Flip(0f, Toolbox.Instance.globalFlipSpeed);
                }
            }

            Debug.Log("going to laser");
            ShaderUtility.ShaderToLaser(_material);
            SetObjectToLaser();
        }
        else
        {
            if (Toolbox.Instance.PlayerInLaser())
            {
                Debug.Log("3");

                transition.SetStart(_material.GetFloat("_TransitionState"));
                direction = 1f;


                if (_core)
                {
                    ShaderUtility.ShaderToReal(_core.gameObject.GetComponent <Renderer>().material);

                    _coreTransition.StopAllCoroutines();
                    _coreTransition.SetStart(0f);
                    _coreTransition.Flip(1f, Toolbox.Instance.globalFlipSpeed);
                }
            }

            else
            {
                Debug.Log("4");

                transition.SetStart(1f - _material.GetFloat("_TransitionState"));
                direction = 0f;
                if (_core)
                {
                    ShaderUtility.ShaderToReal(_core.gameObject.GetComponent <Renderer>().material);

                    _coreTransition.StopAllCoroutines();
                    _coreTransition.SetStart(1f);
                    _coreTransition.Flip(0f, Toolbox.Instance.globalFlipSpeed);
                }
            }

            Debug.Log("going to real");
            ShaderUtility.ShaderToReal(_material);
            SetObjectToReal();
        }

        transition.Flip(direction, Toolbox.Instance.globalFlipSpeed);
    }
    protected void LayerSwitch()
    {
        if (Toolbox.Instance.PlayerInReal())
        {
            if (!AmHeldObj())
            {
                ShaderUtility.ShaderToReal(_material);
                _transition.SetStart(0f);     //set it fully on for laser world
            }

            SetObjectToReal();     //set object to real layer
        }
        else
        {
            if (!AmHeldObj())
            {
                ShaderUtility.ShaderToLaser(_material);
                _transition.SetStart(1f);     //set it fully on for laser world
            }

            SetObjectToLaser();     //set object to laser layer
        }


/*
 *      HoldableObject.ObjectType type = objectType;
 *      if (Toolbox.Instance.PlayerInLaser())
 *      {
 *          SetObjectToLaser(); //set object to laser layer
 *          if (type == HoldableObject.ObjectType.Morph)
 *          {
 *              GetComponent<MorphController>().OnFlip(true);
 *          }
 *
 *          if (!AmHeldObj())
 *          {
 *              //set the object to approperiate shader unless currently held
 *              //if new shader - do new thing, else do old
 *
 *              ShaderUtility.ShaderToLaser(material);
 *
 *              _transition.SetStart(1f); //set it fully on for laser world
 *              //_transition.SetStart(1f - (renderer.material.GetFloat("_TransitionState")));
 *          }
 *
 *      }
 *      else if (Toolbox.Instance.PlayerInReal())
 *      {
 *          SetObjectToReal(); //set object to real layer
 *          if (type == HoldableObject.ObjectType.Morph)
 *          {
 *              GetComponent<MorphController>().OnFlip(false);
 *          }
 *
 *          if (!AmHeldObj())
 *          {
 *              ShaderUtility.ShaderToReal(material);
 *              _transition.SetStart(0f); //set it fully on for real world]
 *              //_transition.SetStart((renderer.material.GetFloat("_TransitionState")));
 *          }
 *      }
 *
 *      if (type == HoldableObject.ObjectType.LinkedPair)
 *      {
 *          //do the inverselayer switch on partner!
 *          GetComponent<LinkedPair>().SwitchPartner(Toolbox.Instance.PlayerInLaser());
 *      }
 */
    }