Esempio n. 1
0
    void Start()
    {
        GameObject prefabLineToRender = Resources.Load("Line") as GameObject;
        GameObject lineToRender       = Instantiate(prefabLineToRender, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;

        myLineRenderer         = lineToRender.GetComponent <LineRenderer> ();
        myLineRenderer.enabled = false;

        graphGenerator = sceneGod.GetComponent <GenerateGraph> ();

        //rightPinchDetectorScript = rightPinchDetector.GetComponent<LeapPinchDetector> ();
        //leftPinchDetectorScript = leftPinchDetector.GetComponent<LeapPinchDetector> ();

        //rightCapsuleHandScript = rightCapsuleHandObject.GetComponent<CapsuleHand>();
        //leftCapsuleHandScript = leftCapsuleHandObject.GetComponent<CapsuleHand>();

        toggle3DCollider = toggle3DGameObject.GetComponent <Collider> ();
        toggle3Dscript   = toggle3DGameObject.GetComponent <DiageticToggle>();

        slider1Collider = slider1.GetComponent <Collider> ();
        slider1script   = slider1.GetComponent <DiageticSlider> ();

        sliderFollowersCollider = sliderFollowers.GetComponent <Collider>();
        sliderFollowersScript   = sliderFollowers.GetComponent <DiageticSlider>();
    }
Esempio n. 2
0
    void Start()
    {
        GameObject prefabLineToRender = Resources.Load("Line") as GameObject;
        GameObject lineToRender       = Instantiate(prefabLineToRender, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;

        myLineRenderer         = lineToRender.GetComponent <LineRenderer>();
        myLineRenderer.enabled = false;

        graphGenerator = this.gameObject.GetComponent <GenerateGraph>();

        toggle3DCollider = toggle3DGameObject.GetComponent <Collider>();
        toggle3Dscript   = toggle3DGameObject.GetComponent <DiageticToggle>();

        slider1Collider = slider1.GetComponent <Collider>();
        slider1script   = slider1.GetComponent <DiageticSlider>();

        sliderFollowersCollider = sliderFollowers.GetComponent <Collider>();
        sliderFollowersScript   = sliderFollowers.GetComponent <DiageticSlider>();
    }
Esempio n. 3
0
    void UpdateSliderState(Collider collider, DiageticSlider slider, Ray ray, Vector3 heading, Vector3 p, bool isActive, bool activeThisFrame, string handedness)  // updating for both hands is screwing it up
    {
        RaycastHit hit = new RaycastHit();

        if (slider.state != slider.DRAGGING && isActive && collider.Raycast(ray, out hit, 200.0f))            // start a drag
        {
            slider.state = slider.DRAGGING;
            slider.OnGrab();
            slider.handUsed = handedness;

            // do things related to starting a drag
        }

        if (slider.state == slider.DRAGGING && slider.handUsed == handedness)
        {
            Vector3 perp = Vector3.Cross(heading, (playerCamera.transform.position - slider.transform.position));
            float   dir  = Vector3.Dot(perp, playerCamera.transform.up);

            if (dir > 0f)
            {
                slider.transform.localPosition = new Vector3(slider.transform.localPosition.x + SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z);
            }
            else if (dir < 0f)
            {
                slider.transform.localPosition = new Vector3(slider.transform.localPosition.x - SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z);
            }
            else
            {
                //Debug.Log("ontarget");
            }
            if (slider.UpdateBarValue())                // value changed
            {
                performSliderAction(slider.sliderType, slider.currentValue);
            }
            if (!isActive)               // no longer dragging
            {
                NeutralizeSliderState(slider);
            }
        }
    }
Esempio n. 4
0
 void NeutralizeSliderState(DiageticSlider slider)
 {
     slider.state = slider.NORMAL;
     performSliderAction(slider.sliderType, slider.currentValue);
     slider.UnGrab();
 }
    void UpdateSliderState(Collider collider, DiageticSlider slider, Ray ray, Vector3 heading, Vector3 p, bool isActive, string handedness)
    {
        // updating for both hands is screwing it up

        RaycastHit hit = new RaycastHit();

        if (slider.state != slider.DRAGGING && isActive && collider.Raycast(ray, out hit, 200.0f))
        { // start a drag
            slider.state = slider.DRAGGING;
            slider.OnGrab();
            slider.handUsed = handedness;

            // do things related to starting a drag
        }

        if (slider.state == slider.DRAGGING && slider.handUsed == handedness)
        {

            Vector3 perp = Vector3.Cross(heading, (playerCamera.transform.position - slider.transform.position));
            float dir = Vector3.Dot(perp, playerCamera.transform.up);

            if (dir > 0f)
            {
                slider.transform.localPosition = new Vector3(slider.transform.localPosition.x + SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z);
            }
            else if (dir < 0f)
            {
                slider.transform.localPosition = new Vector3(slider.transform.localPosition.x - SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z);
            }
            else
            {
                //Debug.Log("ontarget");
            }
            if (slider.UpdateBarValue())
            { // value changed
                performSliderAction(slider.sliderType, slider.currentValue);
            }
            if (!isActive)
            { // no longer dragging
                NeutralizeSliderState(slider);
            }

        }
    }
    void Start()
    {
        GameObject prefabLineToRender = Resources.Load("Line") as GameObject;
        GameObject lineToRender = Instantiate(prefabLineToRender, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
        myLineRenderer = lineToRender.GetComponent<LineRenderer>();
        myLineRenderer.enabled = false;

        graphGenerator = this.gameObject.GetComponent<GenerateGraph>();

        toggle3DCollider = toggle3DGameObject.GetComponent<Collider>();
        toggle3Dscript = toggle3DGameObject.GetComponent<DiageticToggle>();

        slider1Collider = slider1.GetComponent<Collider>();
        slider1script = slider1.GetComponent<DiageticSlider>();

        sliderFollowersCollider = sliderFollowers.GetComponent<Collider>();
        sliderFollowersScript = sliderFollowers.GetComponent<DiageticSlider>();
    }
 void NeutralizeSliderState(DiageticSlider slider)
 {
     slider.state = slider.NORMAL;
     performSliderAction(slider.sliderType, slider.currentValue);
     slider.UnGrab();
 }