public void RenderCamera(HvrRender hvrRender, HVRViewportInterface viewport, bool resizedViewport = false) { // If the Unity viewport has been resized and an OpenGL renderer // is in use then Unity will have recreated the main OpenGL // context so all framebuffer and vertex attribute objects that // are not shareable need to be destroyed and recreated. // // The extra call to `PlayerInterface.PreRender()` in this case is // to make sure that the vertex buffers are populated for the // render call below to avoid flickering. if (resizedViewport) { StaticInterface.Self().ResetFrameBuffersAndMeshes(); PlayerInterface.PreRender(SceneInterface.Self().hvrSceneInterface); PlayerInterface.PreRender(SceneInterface.Self().hvrSceneInterface); } Update(); LateUpdate(); if (!SceneInterface.Self().sceneHasPreRendered) { PlayerInterface.PreRender(SceneInterface.Self().hvrSceneInterface); SceneInterface.Self().sceneHasPreRendered = true; } PlayerInterface.Render(SceneInterface.Self().hvrSceneInterface, viewport); }
void Update() { if (Application.isPlaying) { StaticInterface.Self().Update(Time.unscaledTime); } }
public void UnityEditorUpdate() { #if UNITY_EDITOR if (Application.isEditor && !Application.isPlaying) { float editorTime = (float)EditorApplication.timeSinceStartup; StaticInterface.Self().UnityEditorUpdate(editorTime); SceneView.RepaintAll(); } #endif }
private void Awake() { itemSlotContainer = transform.Find("itemSlotContainer"); // Deactivating inventory UI if active foreach (Transform child in transform) { child.gameObject.SetActive(false); } isInventoryActive = false; playerShipController = GameObject.FindGameObjectWithTag("PlayerTag").transform.parent.GetComponent <ShipController>(); for (int i = 0; i < inventory.GetSlots.Length; i++) { inventory.GetSlots[i].parent = this; inventory.GetSlots[i].OnAfterUpdate += OnSlotUpdate; } // Check for setup errors if (this.GetComponent <DynamicInterface>() != null) { itemSlotTemplate = itemSlotContainer.Find("itemSlotTemplate"); Button slotButton = itemSlotTemplate.GetComponent <Button>(); if (slotButton.colors.normalColor == slotButton.colors.highlightedColor) { Debug.LogWarning(string.Concat(slotButton.gameObject.name, "'s button's normal color and highlighted color are the same. Slot highlighting on cursor enter may not work as intended.")); } } StaticInterface IStatic = this.GetComponent <StaticInterface>(); if (IStatic != null) { foreach (GameObject slot in IStatic.slots) { Button slotButton = slot.GetComponent <Button>(); if (slotButton.colors.normalColor == slotButton.colors.highlightedColor) { Debug.LogWarning(string.Concat(slotButton.gameObject.name, "'s button's normal color and highlighted color are the same. Slot highlighting on cursor enter may not work as intended.")); } } } }
private void Awake() { inventory = FindObjectOfType <DynamicInterface>(); equipment = FindObjectOfType <StaticInterface>(); }
private void Awake() { inventory = FindObjectOfType <DynamicInterface>(); equipment = FindObjectOfType <StaticInterface>(); text = GetComponent <TextMeshProUGUI>(); }
void LateUpdate() { StaticInterface.Self().LateUpdate(); }
public void ResetFrameBuffersAndMeshes() { StaticInterface.Self().ResetFrameBuffersAndMeshes(); }