Exemple #1
0
    // Use this for initialization
    void Start()
    {
        playArea = GetComponent <SteamVR_PlayArea> ();

        //Teleporting Play Area
        teleportPlayArea = new GameObject("TeleportPlayArea");
        teleportPlayArea.transform.SetParent(transform);
        MeshRenderer mR = teleportPlayArea.AddComponent <MeshRenderer> ();
        MeshFilter   mF = teleportPlayArea.AddComponent <MeshFilter> ();

        mF.mesh     = playArea.GetComponent <MeshFilter> ().sharedMesh;
        mR.material = playArea.GetComponent <MeshRenderer> ().sharedMaterial;

        SteamVR_TrackedObject[] trackedObjects = transform.GetComponentsInChildren <SteamVR_TrackedObject> (true);
        for (int i = 0; i < trackedObjects.Length; i++)
        {
            if (trackedObjects [i].index == SteamVR_TrackedObject.EIndex.Hmd)
            {
                hmd = trackedObjects [i].transform.parent;
            }
        }

        playerTeleportLocation = GameObject.Instantiate(playerTeleportLocationPrefab).transform;
        playerTeleportLocation.SetParent(teleportPlayArea.transform);

        teleportPlayArea.SetActive(false);
    }
Exemple #2
0
    void openDoor()
    {
        Vector3 playerPos = player.transform.position;
        Bounds  bounds    = playArea.GetComponent <MeshRenderer> ().bounds;

        float[] diffs =
        {
            playerPos [0] - bounds.min [0],
            playerPos [2] - bounds.min [2],
            bounds.max [0] + playerPos [0],
            bounds.max [2] + playerPos [2]
        };
        int   nMin = 0;
        float min  = diffs [0];

        for (int i = 1; i < 4; i++)
        {
            if (diffs [i] < min)
            {
                min  = diffs [i];
                nMin = i;
            }
        }

        Vector3 dir;

        switch (nMin)
        {
        case 0:
            dir = Vector3.left;
            break;

        case 1:
            dir = Vector3.back;
            break;

        case 2:
            dir = Vector3.right;
            break;

        case 3:
            dir = Vector3.forward;
            break;

        default:
            dir = Vector3.zero;
            break;
        }
        transform.position += Vector3.Scale(dir, bounds.size);
        player.transform.Rotate(0, 180, 0);
        playArea.transform.localScale = Vector3.Scale(playArea.transform.localScale, (nMin % 2 == 0 ? Vector3.left : Vector3.back));
    }