void Start() { if (who == null) { who = GameObject.Find(whoIsName); } if (who == null) { Debug.LogError("Teleporte sem objeto a ser teleportado"); } if (where == null) { where = GameObject.Find(whereName); } if (where == null) { if (teleportDestiny == Vector3.zero) { Debug.LogError("Teleporte sem alvo para ser teleportado"); } } else { teleportDestiny = where.transform.position; } player = referenceManagerIndependent.Player; cameraFade = ReferenceManagerIndependent.Instance.VRCameraFade; }
private IEnumerator FadeToScene(string sceneName) { if (Camera.main != null) { VRCameraFade cameraFade = Camera.main.gameObject.GetComponent <VRCameraFade>(); if (cameraFade != null) { yield return(StartCoroutine(cameraFade.BeginFadeOut(false))); } } //check to see if we were the scene that we preloaded if (!string.IsNullOrEmpty(_sceneName)) { if (_sceneName == sceneName) { while (_curScene.progress <= 0.89f) { yield return(null); } _curScene.allowSceneActivation = true; } else { LoadSceneNormal(sceneName); } } else { LoadSceneNormal(sceneName); } }
void Start() { motionBase = GameObject.FindGameObjectWithTag("Player"); if (motionBase != null) { guiArrows = motionBase.GetComponentInChildren <GUIArrows>(); cameraFade = motionBase.GetComponentInChildren <VRCameraFade>(); HeadTriggerEventScript ht = motionBase.GetComponentInChildren <HeadTriggerEventScript>(); if (ht != null) { ht.OnHeadTriggered += ht_OnHeadTriggered; } } if (guiArrows != null) { guiArrows.Hide(); } recorder = GetComponent <RecordingServiceBehavior>(); //Don't destroy the motion tracking base when you load the lobby DontDestroyOnLoad(motionBase); DontDestroyOnLoad(this.gameObject); originalTrafficChangeDelay = trafficLightChangeDelay; //load lobby SceneManager.LoadScene(1); }
public void LoadScene(SceneUtils.SceneType sceneType) { GameObject gameObject = GameObject.FindGameObjectWithTag("MainCamera"); VRCameraFade cameraFade = gameObject.GetComponent <VRCameraFade> (); StartCoroutine(LoadScene(sceneType, cameraFade)); }
private bool m_GazeOver; // Whether the user is looking at the VRInteractiveItem currently. void Awake() { m_CameraFade = Camera.main.gameObject.GetComponent <VRCameraFade> () as VRCameraFade; m_SelectionRadial = Camera.main.gameObject.GetComponent <SelectionRadial> () as SelectionRadial; m_InteractiveItem = GetComponent <VRInteractiveItem> () as VRInteractiveItem; m_ButtonImage = GetComponent <Image> () as Image; m_ButtonCollider = GetComponent <BoxCollider> () as BoxCollider; m_canvas = m_ButtonImage.canvas; }
private void OnFadeComplete() { if (m_fading) { m_fading = false; MoveCamera(); VRCameraFade cameraFade = m_Camera.GetComponent <VRCameraFade>(); cameraFade.FadeIn(false); } }
// Use this for initialization void OnEnable() { GetComponent <VRActionHarness>().OnActionTrigger += Teleport; VRCameraFade cameraFade = m_Camera.GetComponent <VRCameraFade>(); if (cameraFade != null) { cameraFade.OnFadeComplete += OnFadeComplete; } }
private bool m_GazeOver; // Whether the user is looking at the VRInteractiveItem currently. private void OnEnable() { attachedButton = GetComponent <Button> (); if (this.GetComponent <VRInteractiveItem>() != null) { m_InteractiveItem = this.GetComponent <VRInteractiveItem> (); } else { this.gameObject.AddComponent(typeof(VRInteractiveItem)); Debug.Log("Attaching VR Interactive Script to this GameObject, it's required"); m_InteractiveItem = this.GetComponent <VRInteractiveItem> (); } if (this.GetComponent <BoxCollider>() == null) { this.gameObject.AddComponent(typeof(BoxCollider)); GetComponent <BoxCollider> ().size = new Vector3(this.GetComponent <RectTransform> ().rect.width, this.GetComponent <RectTransform> ().rect.height, 1); Debug.Log("Attaching Box collider to this GameObject, it's required"); } if (VRInteractiveCamera.GetComponent <VRCameraFade> () != null) { m_CameraFade = VRInteractiveCamera.GetComponent <VRCameraFade> (); } else { Debug.Log("No VRCameraFade Script attached to the VR Interactive Camera, it's required"); } if (VRInteractiveCamera.GetComponent <SelectionRadial>() != null) { m_SelectionRadial = VRInteractiveCamera.GetComponent <SelectionRadial> (); } else { Debug.Log("No SelectionRadial Script attached to the VR Interactive Camera, it's required"); } if (gazeTimeForSelection == 0) { gazeTimeForSelection = 1; } m_InteractiveItem.OnOver += HandleOver; m_InteractiveItem.OnOut += HandleOut; m_SelectionRadial.OnSelectionComplete += HandleSelectionComplete; }
// toggles the audio from playing to stopping private void Teleport() { Debug.Log("teleport"); VRCameraFade cameraFade = m_Camera.GetComponent <VRCameraFade>(); if (cameraFade != null) { cameraFade.FadeOut(false); m_fading = true; } else { MoveCamera(); } }
private IEnumerator FadeToScene(string sceneName, GameObject underlayVideo, GameObject underlayEnvironment) { if (Camera.main != null) { VRCameraFade cameraFade = Camera.main.gameObject.GetComponent <VRCameraFade>(); if (cameraFade != null) { yield return(StartCoroutine(cameraFade.BeginFadeOut(false))); } } underlayVideo.gameObject.SetActive(false); underlayEnvironment.gameObject.SetActive(false); SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single); }
private void Awake() { if (instance != null) { Debug.Log("EXISTE UNA INSTANCIA MAS DE ESTE COMPONENTE " + GetType()); } else { instance = this; } SceneManager.sceneLoaded += HandleSceneLoaded; m_FadeOutColor = new Color(m_FadeColor.r, m_FadeColor.g, m_FadeColor.b, 0f); m_FadeImage.enabled = true; }
public IEnumerator LoadScene(SceneUtils.SceneType sceneType, VRCameraFade cameraFade) { //Set the previous scene name LevelManager.PreviousSceneType = SceneUtils.GetSceneType(SceneManager.GetActiveScene().name); if (cameraFade.IsFading) { yield break; } // Wait for the screen to fade out. yield return(StartCoroutine(cameraFade.BeginFadeOut(true))); // Load the main menu by itself. SceneManager.LoadScene(SceneUtils.GetSceneName(sceneType), LoadSceneMode.Single); }
//Obsługa teleportu private void Teleport() { // Create a ray that points forwards from the camera. Ray ray = new Ray(m_Camera.position, m_Camera.forward); RaycastHit hit; if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers)) { Vector3 location = new Vector3(hit.point.x, hit.point.y + 1.8f, hit.point.z); if (hit.point.y < 0.1f) { VRCameraFade fade = gameObject.GetComponent(typeof(VRCameraFade)) as VRCameraFade; if (fade != null) { fade.FadeIn(false); } gameObject.transform.position = location; if (fade != null) { fade.FadeOut(false); } } } }
public IEnumerator GoToScene(string m_SceneToLoad, string mediaUrlContent) { m_CameraFade = m_VRPlatformSelector.getCameraActive.GetComponent <VRCameraFade>(); urlContent = mediaUrlContent; //Just in case nothing is attached if (m_CameraFade != null) { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); print("sceneToLoad" + m_SceneToLoad); if (!String.IsNullOrEmpty(m_SceneToLoad)) { // Load the level. SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single); } } }
[SerializeField] private string m_SceneToLoad; // The name of the scene to load. private void Start() { cameraFade = referenceManager.VRCameraFade; }
private void Start() { GameObject camera = GameObject.FindGameObjectWithTag("MainCamera"); m_CameraFade = (VRCameraFade)camera.GetComponent <VRCameraFade> (); }
public void GoToHomeScene(VRCameraFade cameraFade) { StartCoroutine(LoadScene(SceneUtils.SceneType.STARTSCENE, cameraFade)); }
// Use this for initialization void Start() { dayTimeBool = false; fade = gameObject.GetComponent(typeof(VRCameraFade)) as VRCameraFade; }
[SerializeField] private string m_SceneToLoad; // The name of the scene to load. override protected void Start() { base.Start(); cameraFade = referenceManagerIndependent.VRCameraFade; }
private void Start() { cameraFade = ReferenceManager.Instance.VRCameraFade; m_Selection = ReferenceManager.Instance.SelectionRadialSlider; }