public void load_character(CharacterLoader aLoader)
    {
        NGM.mManager.mBackgroundManager.load_character(aLoader);

        FlatBodyObject flatbody = new FlatBodyObject(aLoader, -1);

        flatbody.set_target_pose(NGM.CurrentPose, true);
        flatbody.HardPosition = new Vector3(10, 0, 0);
        flatbody.update(0);
        flatbody.set_layer(1 << 1);

        flatbody.PrimaryGameObject.name = "SIMIANBODY";


        //needed to make debugviewerthing work
        var cam = mManager.gameObject.AddComponent <Camera>();

        cam.transform.position = mManager.mCameraManager.MainBodyCamera.transform.position;
        cam.transform.rotation = mManager.mCameraManager.MainBodyCamera.transform.rotation;
        cam.fieldOfView        = mManager.mCameraManager.MainBodyCamera.fieldOfView;
        cam.orthographic       = mManager.mCameraManager.MainBodyCamera.orthographic;
        cam.orthographicSize   = mManager.mCameraManager.MainBodyCamera.orthographicSize;
        Debug.Log(mManager.mCameraManager.MainBodyCamera.orthographicSize);
        cam.depth       = 9999999;
        cam.clearFlags  = CameraClearFlags.Depth;
        cam.cullingMask = 0;

        mSimian = new FarseerSimian();
        mSimian.initialize(mManager.gameObject);
        mSimian.setup_with_body(flatbody);

        //this is stupid
        mSimian.add_environment(GameObject.FindObjectsOfType(typeof(Transform)).Where(e => e.name.StartsWith("FS_")).Select(e => ((Transform)e).gameObject));
    }
Esempio n. 2
0
 public void set_pose(Pose aPose)
 {
     if (mBody != null)
     {
         mBody.set_target_pose(aPose);
     }
 }
Esempio n. 3
0
 public void set_target_pose(Pose aPose, bool hard = false)
 {
     mFlat.set_target_pose(aPose, hard);
     //hack because the hard parameter above does not seem to work...
     if (hard)
     {
         for (int i = 0; i < 100; i++)
         {
             mFlat.update_parameters(100);
         }
     }
     //hack hack
     if (((ManagerManager.Manager.mRecordMode) && mMode == 1))
     {
         for (int i = 0; i < 100; i++)
         {
             mFlat.update_parameters(100);
         }
         mFlat.HardColor         = new Color32(255, 255, 255, 255);
         mFlat.SoftInterpolation = 1;
         mFlat.set();
     }
 }
Esempio n. 4
0
    public ChoiceObjectPair(Texture2D aLeftTex, CharacterTextureBehaviour aChar, Pose aPose, int aDepth)
    {
        mSquare = new FlatElementImage(aLeftTex, aDepth);
        //NOTE these assets were removed since this class is no longer being used.
        //mDifficultyStars = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth);
        //mDifficultyBalls = new DifficultyObject(ManagerManager.Manager.mNewRef.uiPerfectStar, aDepth);


        mElements.Add(new FlatElementMultiBase.ElementOffset(mSquare, new Vector3(mSide, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mDifficultyStars, new Vector3(-mSide, mRightBot, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mDifficultyBalls, new Vector3(-mSide, mRightBot, 0)));

        mMeter            = new MeterImageObject(aLeftTex, null, MeterImageObject.FillStyle.DU, aDepth + 1);
        mMeter.Percentage = 0.0f;
        mBody             = new FlatBodyObject(aChar, aDepth + 2);
        mBody.set_target_pose(aPose);
        mElements.Add(new FlatElementMultiBase.ElementOffset(mMeter, new Vector3(mSide, 0, 0)));
        mElements.Add(new FlatElementMultiBase.ElementOffset(mBody, new Vector3(mSide + 24, -7, 0)));

        PrimaryGameObject = create_primary_from_elements();
    }
Esempio n. 5
0
    public void update(ProjectionManager aManager)
    {
        //set desired position from projection manager
        foreach (KeyValuePair <ZgJointId, ProjectionManager.Stupid> e in aManager.mImportant)
        {
            if (mBodies.ContainsKey(e.Key))
            {
                //ManagerManager.Manager.mDebugString = mBodies[ZgJointId.Waist].body.Rotation.ToString();
                if (e.Key != ZgJointId.Waist)                //pretty sure this is because waist is controlled by torso, i.e. the degree of freedom we give up to allow the body to move around freely
                {
                    rotate_body_to(mBodies[e.Key].body, mBodies[ZgJointId.Waist].body.Rotation + (e.Value.smoothing.current - mBodies[e.Key].offset) * Mathf.PI / 180f);
                }
            }
        }

        //update the visual body to match the physics body
        mFlat.set_target_pose(physics_pose());
        mFlat.SoftInterpolation = .5f;
        mFlat.SoftPosition      = mBodies[ZgJointId.Torso].body.Position.toV3() / GameConstants.SCALE;
        //mFlat.HardPosition = mFlat.SoftPosition;
        mFlat.update(0);
    }