Esempio n. 1
0
        void addCommonCameraComponents(GameObject camGO)
        {
            Camera cam = camGO.GetComponent <Camera>();

            if (!cam)
            {
                cam = Undo.AddComponent <Camera>(camGO);
            }

            GUILayer guiLayer = camGO.GetComponent <GUILayer>();

            if (!guiLayer)
            {
                guiLayer = Undo.AddComponent <GUILayer>(camGO);
            }
            FlareLayer flareLayer = camGO.GetComponent <FlareLayer>();

            if (!flareLayer)
            {
                flareLayer = Undo.AddComponent <FlareLayer>(camGO);
            }

            AudioListener al = camGO.GetComponent <AudioListener>();

            if (!al)
            {
                al = Undo.AddComponent <AudioListener>(camGO);
            }
        }
Esempio n. 2
0
 // Use this for initialization
 void Start()
 {
     //renderer = GetComponent<MeshRenderer>();
     GetComponent <Renderer>().material.SetTextureOffset("_MainTex", uvOffset);
     speedGUIText = speedGUI.GetComponent <GUIText>();
     guiLayer     = Camera.main.GetComponent <GUILayer>();
 }
    GUIElement FindGUIElement(Camera camera, Vector3 mousePosition)
    {
        //	JCsProfilerMethod pm = JCsProfiler.Instance.StartCallStopWatch(gameObject.name, gameObject.name, "FindGUIElement");
        // Is the mouse inside the cameras viewport?
        Rect rect = camera.pixelRect;

        if (!rect.Contains(mousePosition))
        {
            return(null);
        }

        // Did we hit any gui elements?
        GUILayer layer = (GUILayer)camera.GetComponent(typeof(GUILayer));

        if (!layer)
        {
            return(null);
        }

        GUIElement res = layer.HitTest(mousePosition);

        //	pm.CallIsFinished();

        return(res);
    }
Esempio n. 4
0
 public IPropertyEditingContext CreatePropertyContext(GUILayer.IGetAndSetProperties getAndSet)
 {
     var ps = new GUILayer.BasicPropertySource(
         getAndSet,
         GetPropertyDescriptors("gap:ErosionSettings"));
     return new XLEBridgeUtils.PropertyBridge(ps);
 }
Esempio n. 5
0
 public IPropertyEditingContext CreatePropertyContext(GUILayer.RawMaterial material)
 {
     var ps = new GUILayer.BasicPropertySource(
         new XLEBridgeUtils.RawMaterialShaderConstants_GetAndSet(material),
         GetPropertyDescriptors("gap:RawMaterial"));
     return new XLEBridgeUtils.PropertyBridge(ps);
 }
Esempio n. 6
0
 public void BuildAssetList(GUILayer.PendingSaveList pendingAssetList)
 {
     // some clients cannot construct "GUILayer.DivergentAssetList"
     // (because that requires adding a reference to the Aga.Controls library)
     // So this is provided for convenience to avoid that extra dependancy
     AssetList = new GUILayer.DivergentAssetList(
         GUILayer.EngineDevice.GetInstance(), pendingAssetList);
 }
Esempio n. 7
0
    public void Expand()
    {
        Transform transform = base.transform.parent;

        if (transform == null)
        {
            transform = new GameObject(base.name + " (origin)").transform;
            transform.localPosition = base.transform.localPosition;
            transform.localRotation = base.transform.localRotation;
            transform.localScale    = base.transform.localScale;
        }
        if (this.head == null)
        {
            this._head = new GameObject(base.name + " (head)", new Type[]
            {
                typeof(SteamVR_TrackedObject)
            }).transform;
            this.head.parent     = transform;
            this.head.position   = base.transform.position;
            this.head.rotation   = base.transform.rotation;
            this.head.localScale = Vector3.one;
            this.head.tag        = base.tag;
        }
        if (base.transform.parent != this.head)
        {
            base.transform.parent        = this.head;
            base.transform.localPosition = Vector3.zero;
            base.transform.localRotation = Quaternion.identity;
            base.transform.localScale    = Vector3.one;
            while (base.transform.childCount > 0)
            {
                base.transform.GetChild(0).parent = this.head;
            }
            GUILayer component = base.GetComponent <GUILayer>();
            if (component != null)
            {
                UnityEngine.Object.DestroyImmediate(component);
                this.head.gameObject.AddComponent <GUILayer>();
            }
            AudioListener component2 = base.GetComponent <AudioListener>();
            if (component2 != null)
            {
                UnityEngine.Object.DestroyImmediate(component2);
                this._ears = new GameObject(base.name + " (ears)", new Type[]
                {
                    typeof(SteamVR_Ears)
                }).transform;
                this.ears.parent        = this._head;
                this.ears.localPosition = Vector3.zero;
                this.ears.localRotation = Quaternion.identity;
                this.ears.localScale    = Vector3.one;
            }
        }
        if (!base.name.EndsWith(" (eye)"))
        {
            base.name += " (eye)";
        }
    }
Esempio n. 8
0
 public static void DrawPivot(GUILayer.SimpleRenderingContext context, Matrix4F xform, Color c)
 {
     GameEngine.DrawPrimitive(context, PrimitiveType.LineStrip,
       s_pivotVerts,
       0,
       s_pivotVertexCount,
       c,
       xform);            
 }
Esempio n. 9
0
 public static void DrawCircle(GUILayer.SimpleRenderingContext context, Matrix4F xform, Color color)
 {
     GameEngine.DrawPrimitive(context, PrimitiveType.LineStrip,
        s_circleVerts,
        0,
        s_circleVertexCount,
        color,
        xform);
 }
Esempio n. 10
0
 public static void DrawUnitSquare(GUILayer.SimpleRenderingContext context, Matrix4F xform, Color color)
 {
     GameEngine.DrawPrimitive(context, PrimitiveType.LineList,
         s_linesVertId,
         s_unitSquareStartVertex,
         s_unitSquareVertexCount,
         color,
         xform);
 }
Esempio n. 11
0
        public Erosion(GUILayer.ErosionIterativeSystem system)
        {
            _system = system;
            _previewWindow.Underlying.AddSystem(_system._overlay);
            _previewSettings.SelectedObject = _system._settings;

            _schemaLoader = new ErosionSettingsSchemaLoader();
            _systemSettings.Bind(
                _schemaLoader.CreatePropertyContext(_system._getAndSetProperties));
        }
Esempio n. 12
0
 // Use this for initialization
 void Start()
 {
     stones = new GameObject[transform.childCount];
     for (int i = 0; i < transform.childCount; i++)
     {
         stones [i] = transform.GetChild(i).gameObject;              //get each stone
     }
     stoneIndex = transform.childCount - 1;
     gui        = Camera.main.GetComponent(typeof(GUILayer)) as GUILayer;
 }
Esempio n. 13
0
    static int HitTest(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 2);
        GUILayer   obj  = (GUILayer)LuaScriptMgr.GetUnityObjectSelf(L, 1, "GUILayer");
        Vector3    arg0 = LuaScriptMgr.GetVector3(L, 2);
        GUIElement o    = obj.HitTest(arg0);

        LuaScriptMgr.Push(L, o);
        return(1);
    }
Esempio n. 14
0
    void Awake()
    {
        GUILayer guiLayer = GetComponent <GUILayer> ();

        if (guiLayer != null)
        {
            RealClickListener.HitTestMaskGUILayer = guiLayer;
        }
        Destroy(this);
    }
Esempio n. 15
0
    // Use this for initialization
    void Start()
    {
        rate               = 0.03f;
        maxCap             = 3.0f;
        x                  = end.transform.position.x;
        y                  = end.transform.position.y;
        endInitialPosition = end.transform.position;

        guiLayer = Camera.main.GetComponent <GUILayer>();
    }
Esempio n. 16
0
 public static void DrawSphere(GUILayer.SimpleRenderingContext context, Sphere3F sphere, Color c)
 {
     // create matrix from AABB            
     T1.Set(sphere.Center);
     float scale = 2*sphere.Radius;
     T1.M11 = scale;
     T1.M22 = scale;
     T1.M33 = scale;
     DrawSphere(context, T1, c);
     
 }
Esempio n. 17
0
	// Use this for initialization
	void Start () {
		
		
		
		
		guiLayer = Camera.main.GetComponent<GUILayer>();
		
		n0 = GameObject.Find("00");
		n1 = GameObject.Find("01");
		n2 = GameObject.Find("02");
		n3 = GameObject.Find("03");
		n4 = GameObject.Find("04");
		n5 = GameObject.Find("05");
		n6 = GameObject.Find("06");
		n7 = GameObject.Find("07");
		n8 = GameObject.Find("08");
		n9 = GameObject.Find("09");
		n10 = GameObject.Find("10");
		n11 = GameObject.Find("11");
		n12 = GameObject.Find("12");
		n13 = GameObject.Find("13");
		n14 = GameObject.Find("14");
		n15 = GameObject.Find("15");
		n16 = GameObject.Find("16");
		n17 = GameObject.Find("17");
		n18 = GameObject.Find("18");
		n19 = GameObject.Find("19");

	
		
		n0.renderer.enabled = false;
		n1.renderer.enabled = false;
		n2.renderer.enabled = false;
		n3.renderer.enabled = false;
		n4.renderer.enabled = false;
		n5.renderer.enabled = false;
		n6.renderer.enabled = false;
		n7.renderer.enabled = false;
		n8.renderer.enabled = false;
		n9.renderer.enabled = false;
		n10.renderer.enabled = false;
		n11.renderer.enabled = false;
		n12.renderer.enabled = false;
		n13.renderer.enabled = false;
		n14.renderer.enabled = false;
		n15.renderer.enabled = false;
		n16.renderer.enabled = false;
		n17.renderer.enabled = false;
		n18.renderer.enabled = false;
		n19.renderer.enabled = false;

		timer = 60;
		
	}
Esempio n. 18
0
    void InitGUI()
    {
        var guiObj = new GameObject("GUI Layer");

        guiObj.transform.parent = Camera.main.transform;
        gui       = guiObj.AddComponent <GUILayer>();
        gui.Scale = Scale;
        gui.Font  = font;
        gui.transform.position = new Vector3(0f, 0f, -8f);
        overlay = new Overlay(TileSize, Scale);
    }
Esempio n. 19
0
        public RefCFD(GUILayer.IterativeSystem system, String settingsName)
        {
            _hasOldMouse = false;
            _system = system;
            _previewWindow.Underlying.AddSystem(_system.Overlay);
            _previewSettings.SelectedObject = _system.PreviewSettings;

            _schemaLoader = new CFDSettingsSchemaLoader(settingsName);
            _systemSettings.Bind(
                _schemaLoader.CreatePropertyContext(_system.SimulationSettings));

            // _previewWindow.MouseDown += _previewWindow_MouseDown;
            _previewWindow.MouseMove += _previewWindow_MouseMove;
            _previewWindow.MouseEnter += _previewWindow_MouseEnter;
        }
Esempio n. 20
0
 void Start()
 {
     guiHit = Camera.main.GetComponent <GUILayer>();
     Debug.Log("Building dictionary for presses.");
     _buttons.Add("A", false);
     _buttons.Add("B", false);
     _buttons.Add("SR", false);
     _buttons.Add("SE", false);
     _buttons.Add("UP", false);
     _buttons.Add("DN", false);
     _buttons.Add("LT", false);
     _buttons.Add("RT", false);
     _buttons.Add("ROMPress", false);
     _buttons.Add("GAMEPress", false);
 }
Esempio n. 21
0
    public static string TouchedGUITexture(int id)
    {
        Vector2  pos  = Vector2.zero;
        GUILayer test = Camera.main.GetComponent <GUILayer>();

        if (TouchManager.GetTouchPos(id, out pos))
        {
            if (test.HitTest(pos))
            {
                return(test.HitTest(pos).name);
            }
        }

        return(null);
    }
Esempio n. 22
0
    public void Collapse()
    {
        base.transform.parent = null;
        while (this.head.childCount > 0)
        {
            this.head.GetChild(0).parent = base.transform;
        }
        GUILayer component = this.head.GetComponent <GUILayer>();

        if (component != null)
        {
            UnityEngine.Object.DestroyImmediate(component);
            base.gameObject.AddComponent <GUILayer>();
        }
        if (this.ears != null)
        {
            while (this.ears.childCount > 0)
            {
                this.ears.GetChild(0).parent = base.transform;
            }
            UnityEngine.Object.DestroyImmediate(this.ears.gameObject);
            this._ears = null;
            base.gameObject.AddComponent(typeof(AudioListener));
        }
        if (this.origin != null)
        {
            if (this.origin.name.EndsWith(" (origin)"))
            {
                Transform origin = this.origin;
                while (origin.childCount > 0)
                {
                    origin.GetChild(0).parent = origin.parent;
                }
                UnityEngine.Object.DestroyImmediate(origin.gameObject);
            }
            else
            {
                base.transform.parent = this.origin;
            }
        }
        UnityEngine.Object.DestroyImmediate(this.head.gameObject);
        this._head = null;
        if (base.name.EndsWith(" (eye)"))
        {
            base.name = base.name.Substring(0, base.name.Length - " (eye)".Length);
        }
    }
Esempio n. 23
0
    static int _CreateGUILayer(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 0)
        {
            GUILayer obj = new GUILayer();
            LuaScriptMgr.Push(L, obj);
            return 1;
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: GUILayer.New");
        }

        return 0;
    }
Esempio n. 24
0
    static int _CreateGUILayer(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 0)
        {
            GUILayer obj = new GUILayer();
            LuaScriptMgr.Push(L, obj);
            return(1);
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: GUILayer.New");
        }

        return(0);
    }
Esempio n. 25
0
        public NativeDesignControl(DesignView designView, GUILayer.EditorSceneManager sceneManager, GUILayer.ObjectSet selection)
            : base(designView, sceneManager, selection)
        {
            if (s_marqueePen == null)
            {
                s_marqueePen = new Pen(Color.FromArgb(30, 30, 30), 2);
                s_marqueePen.DashPattern = new float[] { 3, 3 };
            }

            m_renderState = new RenderState();
            m_renderState.RenderFlag = GlobalRenderFlags.Solid | GlobalRenderFlags.Textured | GlobalRenderFlags.Lit | GlobalRenderFlags.Shadows;
            m_renderState.WireFrameColor = Color.DarkBlue;
            m_renderState.SelectionColor = Color.FromArgb(66, 255, 161);
            BackColor = SystemColors.ControlDark;
            m_renderState.OnChanged += (sender, e) => Invalidate();

            base.AddRenderCallback(RenderExtras);
        }
Esempio n. 26
0
        public void SetActiveContext(GUILayer.ActiveManipulatorContext context)
        {
            if (_context != null)
            {
                _context.OnActiveManipulatorChange -= OnActiveManipulatorChange;
                _context.OnManipulatorSetChange -= OnManipulatorSetChange;
            }
            manipulatorProperties.Bind(null);

            _context = context;
            if (_context != null)
            {
                _context.OnActiveManipulatorChange += OnActiveManipulatorChange;
                _context.OnManipulatorSetChange += OnManipulatorSetChange;
            }

            OnManipulatorSetChange(null, null);
        }
Esempio n. 27
0
        List <GestureHit> innerCastGUI(Vector3 screenPos, Camera castOn, GUILayer gui)
        {
            List <GestureHit> hitBehaviours = new List <GestureHit>();

            GUIElement g = gui.HitTest(screenPos);

            if (g == null)
            {
                return(null);
            }

            GestureHit h = new GestureHit();

            h.HitHandlers = GetComponentsByInterfaceType <IGestureHandler>(g.transform);
            h.Hit         = new RaycastHit();
            hitBehaviours.Add(h);

            return(hitBehaviours);
        }
Esempio n. 28
0
        public static void DrawAABB(GUILayer.SimpleRenderingContext context, AABB bound)
        {
            // create matrix from AABB
            Vec3F trans = bound.Center;
            Vec3F diag = bound.Max - bound.Min;            
            T1.Set(trans);
            T1.M11 = diag.X;
            T1.M22 = diag.Y;
            T1.M33 = diag.Z;

            GameEngine.DrawIndexedPrimitive(context, PrimitiveType.LineList,
               s_boxVertsId,
               s_boxIndicesId,
               0,
               s_boxIndicesCount,
               0,
               Color.White,
               T1);
        }
Esempio n. 29
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // Create a new SpriteBox.
            Global.spriteBox = new SpriteBox();

            cursor = Content.Load <Texture2D>("MouseCursor");
            SoundEffect se = Content.Load <SoundEffect>("Town-of-Forgotten-Souls");

            // Create layers.
            FileStream      fs                = (FileStream)TitleContainer.OpenStream("Content/Tilemaps/tilemap1.tm");
            GameObjectLayer GOLayer           = new GameObjectLayer("GameObjectLayer");
            GUILayer        guiLayer          = new GUILayer("GUILayer");
            Tilemap         tm                = new Tilemap("tilemap1", fs);
            EffectLayer     bottomEffectLayer = new EffectLayer("BottomEffectLayer", true);
            EffectLayer     topEffectLayer    = new EffectLayer("TopEffectLayer");

            // Add layers to world. The order is important.
            Global.world.AddLayers(tm, GOLayer, bottomEffectLayer, guiLayer, topEffectLayer);

            GOLayer.elements.Add(Player.GetPlayer(100, 100));
            GOLayer.elements.Add(new Boundary(300, 300));
            GOLayer.elements.Add(new Lantern(200, 200));
            List <Enemy> enemyFrontList  = new List <Enemy>();
            List <Enemy> enemyBehindList = new List <Enemy>();

            enemyFrontList.Add(new Goul());
            GOLayer.elements.Add(new EnemySoul(400, 400, new Combat(enemyFrontList, enemyBehindList)));

            Global.soulBox = new SoulBox();

            Hero1 hero  = new Hero1(FighterState.Front);
            Hero2 hero2 = new Hero2(FighterState.Front);
            Ring1 ring1 = new Ring1();

            Global.world.GetPlayer().AddHero(hero);
            Global.world.GetPlayer().AddHero(hero2);
            Global.world.GetPlayer().AddItem(ring1);

            ChangeState(new ExploreState());
        }
Esempio n. 30
0
        private void Start()
        {
            inited = true;

            #region EditorChecks
#if UNITY_EDITOR
            Camera[] cameras = Camera.allCameras;
            int      len     = cameras.Length;

            float highestCameraDeph         = float.MinValue;
            float highestSuitableCameraDeph = float.MinValue;

            for (int i = 0; i < len; i++)
            {
                Camera cam = cameras[i];
                if (cam.depth > highestCameraDeph)
                {
                    highestCameraDeph = cam.depth;
                }

                GUILayer guiLayer = cameras[i].GetComponent <GUILayer>();
                if (guiLayer != null && guiLayer.enabled)
                {
                    // checking if AFPSCounter's layer in the camera's culling mask
                    if ((cam.cullingMask & (1 << gameObject.layer)) != 0)
                    {
                        if (cam.depth > highestSuitableCameraDeph)
                        {
                            highestSuitableCameraDeph = cam.depth;
                        }
                    }
                }
            }

            if (len == 0 || Math.Abs(highestCameraDeph - highestSuitableCameraDeph) > 0.0001f)
            {
                Debug.LogWarning("Please check you have camera and your top-most (highest depth) camera\nhas enabled GUILayer and has layer " + LayerMask.LayerToName(gameObject.layer) + " in the camera's culling mask!");
            }
#endif
            #endregion
        }
Esempio n. 31
0
        private void Start()
        {
            Camera[] cameras    = Camera.allCameras;
            int      len        = Camera.allCamerasCount;
            bool     willRender = false;

            for (int i = 0; i < len; i++)
            {
                Camera   cam      = cameras[i];
                GUILayer guiLayer = cam.GetComponent <GUILayer>();
                if (guiLayer != null && guiLayer.enabled)
                {
                    // checking if AFPSCounter's layer in the camera's culling mask
                    if ((cam.cullingMask & (1 << gameObject.layer)) != 0)
                    {
                        willRender = true;
                        break;
                    }
                }
            }

            if (!willRender)
            {
                Debug.LogWarning("Please check you have at least one camera with enabled GUILayer and layer \"" + LayerMask.LayerToName(gameObject.layer) + "\" in the culling mask!");
            }

            if (transform.position != Vector3.zero)
            {
                Debug.LogWarning("AFPSCounter should be placed on Game Object with zero position!", gameObject);
            }

            if (transform.rotation != Quaternion.identity)
            {
                Debug.LogWarning("AFPSCounter should be placed on Game Object with zero rotation!", gameObject);
            }

            if (transform.localScale != Vector3.one)
            {
                Debug.LogWarning("AFPSCounter should be placed on Game Object with 1,1,1 scale!", gameObject);
            }
        }
Esempio n. 32
0
    void Start()
    {
        if (!isLocalPlayer)
        {
            AudioListener listener = GetComponentInChildren <AudioListener>();
            GUILayer      gui      = GetComponentInChildren <GUILayer>();
            FlareLayer    flare    = GetComponentInChildren <FlareLayer>();

            listener.enabled = false;
            gui.enabled      = false;
            flare.enabled    = false;
            return;
        }
        if (Camera.main)
        {
            Camera.main.gameObject.SetActive(false);
        }

        playerCamera         = GetComponentInChildren <Camera>();
        playerCamera.enabled = true;
    }
Esempio n. 33
0
	// Use this for initialization
	void Start () {

		stopOk = false;


		guiLayer = Camera.main.GetComponent<GUILayer>();


		GameObject go = GameObject.Find("POP");
		GameObject go2 = GameObject.Find("go");
		GameObject go3 = GameObject.Find("ready");
		pop1 = (GUITexture)go.GetComponent(typeof(GUITexture));
		pop2 = (GUITexture)go2.GetComponent(typeof(GUITexture));
		pop3 = (GUITexture)go3.GetComponent(typeof(GUITexture));

	

		pop1.guiTexture.enabled = false;
		pop2.guiTexture.enabled = false;
		pop3.guiTexture.enabled = false;
	
	}
Esempio n. 34
0
    public void Start()
    {
        gridScript = GameObject.Find("UGrid").GetComponent <UGrid>();
        groupM     = GameObject.Find("Faction Manager").GetComponent <GroupManager>();
        placement  = gameObject.GetComponent <BuildingPlacement>();
        if (placement)
        {
            placement.SetGroup(group);
        }
        GUIManager manager = gameObject.GetComponent <GUIManager>();

        if (manager)
        {
            manager.group = groupM.groupList[group].GetComponent <Group>();
        }
        guiManager = gameObject.GetComponent <GUIManager>();
        GameObject obj = GameObject.Find("MiniMap");

        if (obj)
        {
            map = obj.GetComponent <MiniMap>();
        }
        test = Camera.main.GetComponent <GUILayer>();
    }
Esempio n. 35
0
 public PendingExport(string targetFile, GUILayer.EditorSceneManager.PendingExport pendingExport)
 {
     TargetFile = targetFile;
     Export = pendingExport;
 }
Esempio n. 36
0
        public void Render(GUILayer.SimpleRenderingContext context, Camera cam)
        {
            GameEngine.SetRendererFlag(context, BasicRendererFlags.WireFrame);
            IGrid grid = this.As<IGrid>();

            if (grid.Visible == false)
                return;

            float s = grid.Size;

            Matrix4F scale = new Matrix4F();            
            scale.Scale(new Vec3F(s, s, s));

            Matrix4F gridXform = new Matrix4F();
            if (cam.Frustum.IsOrtho)
            {                
                float dist = cam.ViewMatrix.Translation.Z;
                ViewTypes vt = cam.ViewType;
                if (vt == ViewTypes.Top)
                {
                    gridXform.Translation
                        = new Vec3F(0, dist, 0);
                }
                else if (vt == ViewTypes.Bottom)
                {
                    gridXform.Translation
                        = new Vec3F(0, -dist, 0);
                }
                else if (vt == ViewTypes.Right)
                {
                    gridXform.RotZ(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(dist, 0, 0);
                }
                else if (vt == ViewTypes.Left)
                {
                    gridXform.RotZ(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(-dist, 0, 0);

                }
                else if (vt == ViewTypes.Front)
                {
                    gridXform.RotX(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(0, 0, dist);

                }
                else if (vt == ViewTypes.Back)
                {
                    gridXform.RotX(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(0, 0, -dist);

                }
                gridXform.Mul(scale, gridXform);
            }
            else
            {
                Matrix4F trans = new Matrix4F();
                trans.Translation = new Vec3F(0, grid.Height, 0);
                gridXform = Matrix4F.Multiply(scale, trans);
            }

            GameEngine.DrawPrimitive(context, PrimitiveType.LineList, m_gridVBId, 0, m_gridVertexCount, Color.LightGray,
                                     Matrix4F.Multiply(gridXform, cam.AxisSystem));

            GameEngine.DrawPrimitive(context, PrimitiveType.LineList, m_basisAxesVBId, 0, m_basisAxesVertexCount, Color.White,
                                     gridXform);
        }
        private static Object ReadAsset(AssetStream stream, AssetInfo assetInfo, long offset, int size)
        {
            Object asset = null;

            switch (assetInfo.ClassID)
            {
            case ClassIDType.GameObject:
                asset = new GameObject(assetInfo);
                break;

            case ClassIDType.Transform:
                asset = new Transform(assetInfo);
                break;

            case ClassIDType.Camera:
                asset = new Camera(assetInfo);
                break;

            case ClassIDType.Material:
                asset = new Material(assetInfo);
                break;

            case ClassIDType.MeshRenderer:
                asset = new MeshRenderer(assetInfo);
                break;

            case ClassIDType.Texture2D:
                asset = new Texture2D(assetInfo);
                break;

            case ClassIDType.MeshFilter:
                asset = new MeshFilter(assetInfo);
                break;

            case ClassIDType.Mesh:
                asset = new Mesh(assetInfo);
                break;

            case ClassIDType.Shader:
                asset = new Shader(assetInfo);
                break;

            case ClassIDType.TextAsset:
                asset = new TextAsset(assetInfo);
                break;

            case ClassIDType.Rigidbody2D:
                asset = new Rigidbody2D(assetInfo);
                break;

            case ClassIDType.Rigidbody:
                asset = new Rigidbody(assetInfo);
                break;

            case ClassIDType.CircleCollider2D:
                asset = new CircleCollider2D(assetInfo);
                break;

            case ClassIDType.PolygonCollider2D:
                asset = new PolygonCollider2D(assetInfo);
                break;

            case ClassIDType.BoxCollider2D:
                asset = new BoxCollider2D(assetInfo);
                break;

            case ClassIDType.PhysicsMaterial2D:
                asset = new PhysicMaterial(assetInfo);
                break;

            case ClassIDType.MeshCollider:
                asset = new MeshCollider(assetInfo);
                break;

            case ClassIDType.BoxCollider:
                asset = new BoxCollider(assetInfo);
                break;

            case ClassIDType.SpriteCollider2D:
                asset = new CompositeCollider2D(assetInfo);
                break;

            case ClassIDType.EdgeCollider2D:
                asset = new EdgeCollider2D(assetInfo);
                break;

            case ClassIDType.CapsuleCollider2D:
                asset = new CapsuleCollider2D(assetInfo);
                break;

            case ClassIDType.AnimationClip:
                asset = new AnimationClip(assetInfo);
                break;

            case ClassIDType.AudioListener:
                asset = new AudioListener(assetInfo);
                break;

            case ClassIDType.AudioSource:
                asset = new AudioSource(assetInfo);
                break;

            case ClassIDType.AudioClip:
                asset = new AudioClip(assetInfo);
                break;

            case ClassIDType.RenderTexture:
                asset = new RenderTexture(assetInfo);
                break;

            case ClassIDType.Cubemap:
                asset = new Cubemap(assetInfo);
                break;

            case ClassIDType.Avatar:
                asset = new Avatar(assetInfo);
                break;

            case ClassIDType.AnimatorController:
                asset = new AnimatorController(assetInfo);
                break;

            case ClassIDType.GUILayer:
                asset = new GUILayer(assetInfo);
                break;

            case ClassIDType.Animator:
                asset = new Animator(assetInfo);
                break;

            case ClassIDType.Light:
                asset = new Light(assetInfo);
                break;

            case ClassIDType.Animation:
                asset = new Animation(assetInfo);
                break;

            case ClassIDType.MonoScript:
                asset = new MonoScript(assetInfo);
                break;

            case ClassIDType.NewAnimationTrack:
                asset = new NewAnimationTrack(assetInfo);
                break;

            case ClassIDType.FlareLayer:
                asset = new FlareLayer(assetInfo);
                break;

            case ClassIDType.Font:
                asset = new Font(assetInfo);
                break;

            case ClassIDType.PhysicMaterial:
                asset = new PhysicMaterial(assetInfo);
                break;

            case ClassIDType.SphereCollider:
                asset = new SphereCollider(assetInfo);
                break;

            case ClassIDType.CapsuleCollider:
                asset = new CapsuleCollider(assetInfo);
                break;

            case ClassIDType.SkinnedMeshRenderer:
                asset = new SkinnedMeshRenderer(assetInfo);
                break;

            case ClassIDType.BuildSettings:
                asset = new BuildSettings(assetInfo);
                break;

            case ClassIDType.AssetBundle:
                asset = new AssetBundle(assetInfo);
                break;

            case ClassIDType.WheelCollider:
                asset = new WheelCollider(assetInfo);
                break;

            case ClassIDType.MovieTexture:
                asset = new MovieTexture(assetInfo);
                break;

            case ClassIDType.TerrainCollider:
                asset = new TerrainCollider(assetInfo);
                break;

            case ClassIDType.TerrainData:
                asset = new TerrainData(assetInfo);
                break;

            case ClassIDType.ParticleSystem:
                asset = new ParticleSystem(assetInfo);
                break;

            case ClassIDType.ParticleSystemRenderer:
                asset = new ParticleSystemRenderer(assetInfo);
                break;

            case ClassIDType.SpriteRenderer:
                asset = new SpriteRenderer(assetInfo);
                break;

            case ClassIDType.Sprite:
                asset = new Sprite(assetInfo);
                break;

            case ClassIDType.Terrain:
                asset = new Terrain(assetInfo);
                break;

            case ClassIDType.AnimatorOverrideController:
                asset = new AnimatorOverrideController(assetInfo);
                break;

            case ClassIDType.CanvasRenderer:
                asset = new CanvasRenderer(assetInfo);
                break;

            case ClassIDType.Canvas:
                asset = new Canvas(assetInfo);
                break;

            case ClassIDType.RectTransform:
                asset = new RectTransform(assetInfo);
                break;

            case ClassIDType.SpriteAtlas:
                asset = new SpriteAtlas(assetInfo);
                break;

            default:
                return(null);
            }

            stream.BaseStream.Position = offset;
            if (Config.IsGenerateGUIDByContent)
            {
                byte[] data = stream.ReadBytes(size);
                asset.Read(data);

                using (MD5 md5 = MD5.Create())
                {
                    byte[] md5Hash = md5.ComputeHash(data);
                    assetInfo.GUID = new UtinyGUID(md5Hash);
                }
            }
            else
            {
                stream.AlignPosition = offset;
                asset.Read(stream);
                long read = stream.BaseStream.Position - offset;
                if (read != size)
                {
                    throw new Exception($"Read {read} but expected {size} for object {asset.GetType().Name}");
                }
            }
            return(asset);
        }
        private bool CalculateTerrainIntersection(ViewControl vc, Ray3F ray, GUILayer.IntersectionTestSceneWrapper testScene, out Vec3F result)
        {
            var nativeVC = vc as NativeDesignControl;
            if (nativeVC == null) { result = Vec3F.ZeroVector; return false; }

            var pick = XLEBridgeUtils.Picking.RayPick(nativeVC.Adapter, ray, XLEBridgeUtils.Picking.Flags.Terrain);
            if (pick != null && pick.Length > 0)
            {
                result = pick[0].hitPt;
                return true;
            }

            result = Vec3F.ZeroVector;
            return false;
        }
Esempio n. 39
0
 // Use this for initialization
 void Start()
 {
     loadText.SetActive(false);
     loadProgressBar.SetActive(false);
     layer = Camera.main.GetComponent<GUILayer>();
 }
Esempio n. 40
0
    private void setupCameras()
    {
        Transform lcam = transform.Find("leftCam");

        if (lcam != null)
        {
            _leftCamera = lcam.gameObject;
            _leftCamera.camera.CopyFrom(camera);
        }
        else
        {
            _leftCamera = new GameObject("leftCam", typeof(Camera));
            _leftCamera.AddComponent <GUILayer>();
            _leftCamera.camera.CopyFrom(camera);
            _leftCamera.transform.parent = transform;
        }

        Transform rcam = transform.Find("rightCam");

        if (rcam != null)
        {
            _rightCamera = rcam.gameObject;
            _rightCamera.camera.CopyFrom(camera);
        }
        else
        {
            _rightCamera = new GameObject("rightCam", typeof(Camera));
            _rightCamera.AddComponent <GUILayer>();
            _rightCamera.camera.CopyFrom(camera);
            _rightCamera.transform.parent = transform;
        }

        Transform gcam = transform.Find("guiCam");

        if (gcam != null)
        {
            GuiCamera = gcam.gameObject;
        }
        else
        {
            GuiCamera = new GameObject("guiCam", typeof(Camera));
            GuiCamera.AddComponent <GUILayer>();
            GuiCamera.camera.CopyFrom(camera);
            GuiCamera.transform.parent = transform;
        }

        GUILayer guiComponent = GetComponent <GUILayer>();

        guiComponent.enabled = false;

        // rendering order (back to front): centerCam/maskCam/leftCam1/rightCam1/leftCam2/rightCam2/ etc
        camera.depth = -2;

        _leftCamera.camera.depth  = camera.depth + (RenderOrderDepth * 2) + 2;
        _rightCamera.camera.depth = camera.depth + ((RenderOrderDepth * 2) + 1) + 3;

        _leftCamera.camera.cullingMask  = camera.cullingMask;
        _rightCamera.camera.cullingMask = camera.cullingMask;

        GuiCamera.camera.depth = _rightCamera.camera.depth + 1;

        GuiCamera.camera.cullingMask = 1 << guiOnlyLayer;
        GuiCamera.camera.clearFlags  = CameraClearFlags.Depth;

                #if !UNITY_EDITOR
        if (!UseStereoShader)
        {
            camera.enabled = false;
        }
                #endif
    }
Esempio n. 41
0
    // Use this for initialization
    void Start()
    {
        layer = Camera.main.GetComponent<GUILayer>();

        ballScript = gameBall.GetComponent<Ball>();

        batScript = batObj.GetComponent<Bat>();

        //Debug.Log("Screen Resolution " + Screen.width + " " + Screen.height);
    }
Esempio n. 42
0
        private static void DoSendMouseEvents(int skipRTCameras)
        {
            Vector3 mousePosition   = Input.mousePosition;
            int     allCamerasCount = Camera.allCamerasCount;

            if (m_Cameras == null || m_Cameras.Length != allCamerasCount)
            {
                m_Cameras = new Camera[allCamerasCount];
            }
            Camera.GetAllCameras(m_Cameras);
            for (int i = 0; i < m_CurrentHit.Length; i++)
            {
                m_CurrentHit[i] = default(HitInfo);
            }
            if (!s_MouseUsed)
            {
                Camera[] cameras = m_Cameras;
                foreach (Camera camera in cameras)
                {
                    if (camera == null || (skipRTCameras != 0 && camera.targetTexture != null) || !camera.pixelRect.Contains(mousePosition))
                    {
                        continue;
                    }
                    GUILayer component = camera.GetComponent <GUILayer>();
                    if ((bool)component)
                    {
                        GUIElement gUIElement = component.HitTest(mousePosition);
                        if ((bool)gUIElement)
                        {
                            m_CurrentHit[0].target = gUIElement.gameObject;
                            m_CurrentHit[0].camera = camera;
                        }
                        else
                        {
                            m_CurrentHit[0].target = null;
                            m_CurrentHit[0].camera = null;
                        }
                    }
                    if (camera.eventMask != 0)
                    {
                        Ray        ray        = camera.ScreenPointToRay(mousePosition);
                        Vector3    direction  = ray.direction;
                        float      z          = direction.z;
                        float      distance   = (!Mathf.Approximately(0f, z)) ? Mathf.Abs((camera.farClipPlane - camera.nearClipPlane) / z) : float.PositiveInfinity;
                        GameObject gameObject = camera.RaycastTry(ray, distance, camera.cullingMask & camera.eventMask);
                        if (gameObject != null)
                        {
                            m_CurrentHit[1].target = gameObject;
                            m_CurrentHit[1].camera = camera;
                        }
                        else if (camera.clearFlags == CameraClearFlags.Skybox || camera.clearFlags == CameraClearFlags.Color)
                        {
                            m_CurrentHit[1].target = null;
                            m_CurrentHit[1].camera = null;
                        }
                        GameObject gameObject2 = camera.RaycastTry2D(ray, distance, camera.cullingMask & camera.eventMask);
                        if (gameObject2 != null)
                        {
                            m_CurrentHit[2].target = gameObject2;
                            m_CurrentHit[2].camera = camera;
                        }
                        else if (camera.clearFlags == CameraClearFlags.Skybox || camera.clearFlags == CameraClearFlags.Color)
                        {
                            m_CurrentHit[2].target = null;
                            m_CurrentHit[2].camera = null;
                        }
                    }
                }
            }
            for (int k = 0; k < m_CurrentHit.Length; k++)
            {
                SendEvents(k, m_CurrentHit[k]);
            }
            s_MouseUsed = false;
        }
Esempio n. 43
0
		private static GUIElement INTERNAL_CALL_HitTest(GUILayer self, ref Vector3 screenPosition){}
Esempio n. 44
0
    // Use this for initialization
    void Start()
    {
        //cache some things..
        //our (the drag source's) GUITexture
        texture=GetComponent<GUITexture>();
        //the GameObject and GUITexture of the GhostButton object
        //ghostButtonObj=GameObject.Find("GhostButton");
        ghostButtonTex=ghostButtonObj.GetComponent<GUITexture>();
        //and calculate the screen position of our guitexture
        screenPos=Camera.main.ViewportToScreenPoint(transform.position);

        layer=Camera.main.GetComponent<GUILayer>();
    }
Esempio n. 45
0
        private bool CalculateTerrainIntersection(ViewControl vc, Ray3F ray, GUILayer.IntersectionTestSceneWrapper testScene, out Vec3F result)
        {
            var pick = XLEBridgeUtils.Picking.RayPick(vc, ray, XLEBridgeUtils.Picking.Flags.Terrain);
            if (pick != null && pick.Length > 0)
            {
                result = pick[0].hitPt;
                return true;
            }

            result = new Vec3F(0.0f, 0.0f, 0.0f);
            return false;
        }
Esempio n. 46
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            moveDelta = new Vector2(0f, 0f);
            isMoving  = true;
        }
        else if (Input.GetMouseButtonUp(0))
        {
            isMoving = false;
            if (Mathf.Abs(moveDelta.x) < threshold && Mathf.Abs(moveDelta.y) < threshold)
            {
                GUILayer   l  = (GUILayer)Camera.main.GetComponent <GUILayer> ();
                GUIElement gl = l.HitTest(Input.mousePosition);
                if (gl != null)
                {
                    return;
                }

                // check if there's anything under the mouse button
                Vector3        mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                RaycastHit2D[] hits     = Physics2D.RaycastAll(mousePos, Vector2.zero);
                foreach (RaycastHit2D hit in hits)
                {
                    if (hit.collider != null)
                    {
                        Clickable c = hit.collider.gameObject.GetComponent <Clickable>();
                        if (c == null)
                        {
                            continue;
                        }
                        if (target != null)
                        {
                            if (target.handleClick(hit.collider.gameObject, mousePos))
                            {
                                return;
                            }
                            else
                            {
                                target.loseClickFocus();
                            }
                        }
                        target = c;
                        target.clicked();
                        return;
                    }
                }
                // three were no clickable items clicked on
                if (target != null)
                {
                    target.handleClick(null, mousePos);
                }
            }
        }
        else if (isMoving)
        {
            float xMove = Input.GetAxis("Mouse X");
            float yMove = Input.GetAxis("Mouse Y");
            moveDelta = new Vector2(moveDelta.x + xMove, moveDelta.y + yMove);

            if (xMove != 0 || yMove != 0)
            {
                CameraController.AdjustCameraPosition(xMove, yMove);
            }
        }
    }
Esempio n. 47
0
 // Use this for initialization
 void Start()
 {
     guiHit = Camera.main.GetComponent<GUILayer>();
 }
Esempio n. 48
0
    void InitGUI()
    {
        var guiObj = new GameObject("GUI Layer");
        guiObj.transform.parent = Camera.main.transform;
        gui = guiObj.AddComponent<GUILayer>();
        gui.Scale = Scale;
        gui.Font = font;

        overlay = new Overlay(TileSize, Scale);
    }
 public void Start()
 {
     gridScript = GameObject.Find("UGrid").GetComponent<UGrid>();
     groupM = GameObject.Find("Faction Manager").GetComponent<GroupManager>();
     placement = gameObject.GetComponent<BuildingPlacement>();
     if(placement)
         placement.SetGroup(group);
     GUIManager manager = gameObject.GetComponent<GUIManager>();
     if(manager)
         manager.group = groupM.groupList[group].GetComponent<Group>();
     guiManager = gameObject.GetComponent<GUIManager>();
     GameObject obj = GameObject.Find("MiniMap");
     if(obj)
         map = obj.GetComponent<MiniMap>();
     test = Camera.main.GetComponent<GUILayer>();
 }
Esempio n. 50
0
        private void Awake()
        {
            //Debug.Log("AFPSCounter Awake, instance = " + instance);

            if (instance != null)
            {
                Debug.LogWarning("Only one Advanced FPS Counter instance allowed!");
                Destroy(this);
                return;
            }

            if (!IsPlacedCorrectly())
            {
                Debug.LogWarning("Advanced FPS Counter is placed in scene incorrectly and will be auto-destroyed! Please, use \"GameObject->Create Other->Code Stage->Advanced FPS Counter\" menu to correct this!");
                Destroy(this);
                return;
            }

#if UNITY_EDITOR
            Camera[] cameras = Camera.allCameras;
            int      len     = cameras.Length;

            float highestCameraDeph         = float.MinValue;
            float highestSuitableCameraDeph = float.MinValue;

            for (int i = 0; i < len; i++)
            {
                Camera cam = cameras[i];
                if (cam.depth > highestCameraDeph)
                {
                    highestCameraDeph = cam.depth;
                }

                GUILayer guiLayer = cameras[i].GetComponent <GUILayer>();
                if (guiLayer != null && guiLayer.enabled)
                {
                    if (cam.depth > highestSuitableCameraDeph)
                    {
                        highestSuitableCameraDeph = cam.depth;
                    }
                }
            }

            if (highestCameraDeph != highestSuitableCameraDeph)
            {
                Debug.LogWarning("Advanced FPS Counter needs top-most (highest depth) camera with enabled GUILayer to be visible!");
            }
#endif

            instance = this;
            DontDestroyOnLoad(gameObject);

            anchorsCount = Enum.GetNames(typeof(LabelAnchor)).Length;
            labels       = new DrawableLabel[anchorsCount];

            for (int i = 0; i < anchorsCount; i++)
            {
                labels[i] = new DrawableLabel((LabelAnchor)i, anchorsOffset, labelsFont, fontSize, lineSpacing);
            }

            RefreshHotKey();
        }
Esempio n. 51
0
 public void RegisterToLayer( GUILayer layer )
 {
     layer.Register( this );
 }
Esempio n. 52
0
        public bool AddTouch(Touch t, Camera castOn, LayerMask hitLayers, bool DoRayCastAll, GUILayer gui)
        {
            Ray toCast = getRay(castOn, t);

            List <GestureHit> lh = null;

            // First see if we hit a GUI element
            if (gui != null)
            {
                lh = innerCastGUI(t.position, castOn, gui);
            }

            if (lh == null || lh.Count == 0)
            {
                // Raycast the touch, see what we hit
                if (DoRayCastAll)
                {
                    lh = innerCastAll(toCast, hitLayers);
                }
                else
                {
                    lh = innerCast(toCast, hitLayers);
                }
            }

            // Update the touch link with the found handlers
            MonoBehaviour[] allHanders = lh.SelectMany(m => m.HitHandlers).ToArray();
            if (allHanders.Length == 0)
            {
                return(false);
            }
            touchLinks[t.fingerId] = allHanders;

            // Notify all handlers
            foreach (GestureHit gh in lh)
            {
                foreach (MonoBehaviour mb in gh.HitHandlers)
                {
                    ((IGestureHandler)mb).AddTouch(t, gh.Hit, castOn);
                }
            }

            return(true);
        }
Esempio n. 53
0
    public virtual void SetupCameras()
    {
        Transform lcam = transform.Find("leftCam"); // check if we've already created a leftCam

        if (lcam)
        {
            leftCam = lcam.gameObject;
            leftCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>());
        }
        else
        {
            leftCam = new GameObject("leftCam", new System.Type[] { typeof(Camera) });
            leftCam.AddComponent(typeof(GUILayer));
            leftCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>());
            leftCam.transform.parent = transform;
        }
        Transform rcam = transform.Find("rightCam"); // check if we've already created a rightCam

        if (rcam)
        {
            rightCam = rcam.gameObject;
            rightCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>());
        }
        else
        {
            rightCam = new GameObject("rightCam", new System.Type[] { typeof(Camera) });
            rightCam.AddComponent(typeof(GUILayer));
            rightCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>());
            rightCam.transform.parent = transform;
        }
        Transform mcam = transform.Find("maskCam"); // check if we've already created a maskCam

        if (mcam)
        {
            maskCam = mcam.gameObject;
        }
        else
        {
            maskCam = new GameObject("maskCam", new System.Type[] { typeof(Camera) });
            maskCam.AddComponent(typeof(GUILayer));
            maskCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>());
            maskCam.transform.parent = transform;
        }
        Transform gcam = transform.Find("guiCam"); // check if we've already created a maskCam

        if (gcam)
        {
            guiCam = gcam.gameObject;
        }
        else
        {
            guiCam = new GameObject("guiCam", new System.Type[] { typeof(Camera) });
            guiCam.AddComponent(typeof(GUILayer));
            guiCam.GetComponent <Camera>().CopyFrom(GetComponent <Camera>());
            guiCam.transform.parent = transform;
        }
        GUILayer guiC = (GUILayer)GetComponent(typeof(GUILayer));

        guiC.enabled = false;
        GetComponent <Camera>().depth = -2; // rendering order (back to front): centerCam/maskCam/leftCam1/rightCam1/leftCam2/rightCam2/ etc
        horizontalFOV = (2 * Mathf.Atan(Mathf.Tan((GetComponent <Camera>().fieldOfView *Mathf.Deg2Rad) / 2) * GetComponent <Camera>().aspect)) * Mathf.Rad2Deg;
        verticalFOV   = GetComponent <Camera>().fieldOfView;
        leftCam.GetComponent <Camera>().depth  = (GetComponent <Camera>().depth + (renderOrderDepth * 2)) + 2;
        rightCam.GetComponent <Camera>().depth = (GetComponent <Camera>().depth + ((renderOrderDepth * 2) + 1)) + 3;
        if (useLeftRightOnlyLayers)
        {
            if (useCustomStereoLayer)
            {
                leftCam.GetComponent <Camera>().cullingMask  = (1 << stereoLayer) | (1 << leftOnlyLayer);  // show stereo + left only
                rightCam.GetComponent <Camera>().cullingMask = (1 << stereoLayer) | (1 << rightOnlyLayer); // show stereo + right only
            }
            else
            {
                leftCam.GetComponent <Camera>().cullingMask  = ~((1 << rightOnlyLayer) | (1 << guiOnlyLayer)); // show everything but right only layer & mask only layer
                rightCam.GetComponent <Camera>().cullingMask = ~((1 << leftOnlyLayer) | (1 << guiOnlyLayer));  // show everything but left only layer & mask only layer
            }
        }
        else
        {
            if (useCustomStereoLayer)
            {
                leftCam.GetComponent <Camera>().cullingMask  = 1 << stereoLayer; // show stereo layer only
                rightCam.GetComponent <Camera>().cullingMask = 1 << stereoLayer; // show stereo layer only
            }
        }
        maskCam.GetComponent <Camera>().depth           = leftCam.GetComponent <Camera>().depth - 1;
        guiCam.GetComponent <Camera>().depth            = rightCam.GetComponent <Camera>().depth + 1;
        maskCam.GetComponent <Camera>().cullingMask     = 0;
        guiCam.GetComponent <Camera>().cullingMask      = 1 << guiOnlyLayer; // only show what's in the guiOnly layer
        maskCam.GetComponent <Camera>().clearFlags      = CameraClearFlags.SolidColor;
        guiCam.GetComponent <Camera>().clearFlags       = CameraClearFlags.Depth;
        maskCam.GetComponent <Camera>().backgroundColor = Color.black;
    }
Esempio n. 54
0
    // Use this for initialization
    void Start()
    {
        layer = Camera.main.GetComponent<GUILayer>();

        inpt = alley.GetComponent<InputHandler>();

        //Debug.Log("Screen Resolution " + Screen.width + " " + Screen.height);
    }
        public void Expand()
        {
            Transform transform = base.transform.parent;

            if (transform == null)
            {
                transform = new GameObject(base.name + " (origin)").transform;
                transform.localPosition = base.transform.localPosition;
                transform.localRotation = base.transform.localRotation;
                transform.localScale    = base.transform.localScale;
            }
            if (this.head == null)
            {
                if (SteamVR_Camera.useHeadTracking)
                {
                    this._head = new GameObject(base.name + " (head)", new Type[]
                    {
                        typeof(SteamVR_GameView),
                        typeof(SteamVR_TrackedObject)
                    }).transform;
                }
                else
                {
                    this._head = new GameObject(base.name + " (head)", new Type[]
                    {
                        typeof(SteamVR_GameView)
                    }).transform;


                    this.head.position   = base.transform.position;
                    this.head.rotation   = base.transform.rotation;
                    this.head.localScale = Vector3.one;
                    this.head.tag        = base.tag;
                }
                this.head.parent = transform;
                Camera component = this.head.GetComponent <Camera>();
                component.clearFlags          = CameraClearFlags.Nothing;
                component.cullingMask         = 0;
                component.eventMask           = 0;
                component.orthographic        = true;
                component.orthographicSize    = 1f;
                component.nearClipPlane       = 0f;
                component.farClipPlane        = 1f;
                component.useOcclusionCulling = false;
            }
            if (transform.parent != this.head)
            {
                transform.parent        = this.head;
                transform.localPosition = Vector3.zero;
                transform.localRotation = Quaternion.identity;
                transform.localScale    = Vector3.one;
                while (base.transform.childCount > 0)
                {
                    base.transform.GetChild(0).parent = this.head;
                }
                GUILayer component2 = base.GetComponent <GUILayer>();
                if (component2 != null)
                {
                    UnityEngine.Object.DestroyImmediate(component2);
                    this.head.gameObject.AddComponent <GUILayer>();
                }
                AudioListener component3 = base.GetComponent <AudioListener>();
                if (component3 != null)
                {
                    UnityEngine.Object.DestroyImmediate(component3);
                    this._ears = new GameObject(base.name + " (ears)", new Type[]
                    {
                        typeof(SteamVR_Ears)
                    }).transform;
                    this.ears.parent        = this._head;
                    this.ears.localPosition = Vector3.zero;
                    this.ears.localRotation = Quaternion.identity;
                    this.ears.localScale    = Vector3.one;
                }
            }
            if (!base.name.EndsWith(" (eye)"))
            {
                base.name += " (eye)";
            }
        }
Esempio n. 56
0
        public GUILayer BuildLayer( GUIStratas level, string layerName = "" )
        {
            if( lastUsedDepth + depthIncrement > maxLayerDepth )
                throw new Exception( "Le layer '" + System.Enum.GetName( level.GetType(), level ) + "' ne peux plus contenir d'élements" );
            lastUsedDepth += depthIncrement;
            GUILayer l = new GUILayer( lastUsedDepth, layerName );
            layerList.Add( lastUsedDepth, l );

            return l;
        }
Esempio n. 57
0
 // Use this for initialization
 void Start()
 {
     guiHit = Camera.main.GetComponent <GUILayer>();
 }
Esempio n. 58
0
 // Use this for initialization
 void Start ()
 {
     UILayer = GetComponentInParent<GUILayer>();
     spCode = GetComponentInParent<SphereParentCode>();
 }