Esempio n. 1
0
    public void HideReticle()
    {
        if (_Reticle)
        {
            _Reticle.GetComponent <MeshRenderer>().enabled = false;
        }

        if (_Laser)
        {
            _Laser.gameObject.SetActive(false);
        }
    }
Esempio n. 2
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    void Update()
    {
        var x = g.GetComponent <GvrPointerPhysicsRaycaster>().GetLastRay().ray;
        //var x = currCam.GetComponentInChildren<GvrPointerPhysicsRaycaster>().GetLastRay().ray;
        RaycastHit hit;

        //Debug.Log("Here");
        if (Physics.Raycast(x, out hit))
        {
            //Debug.Log("I hit " + hit.point.ToString());
            if (hit.point.x >= -90f && hit.point.x <= 90f)
            {
                if (hit.point.y >= -145f && hit.point.y <= -115f)
                {
                    if (hit.point.x <= -10f)
                    {
                        CreateNewGameWhite();
                    }
                    else if (hit.point.x >= 10f)
                    {
                        JoinNewGameBlack();
                    }
                }
            }
        }
    }
Esempio n. 3
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    /*
     * Update the position of the teletarget according to where the camera hits the floor.
     * Fake hides the target if the camera is not currently hitting the floor by moving the position
     * below the floor.
     */
    void LateUpdate()
    {
        Vector3 hitPosition = GetIntersection();

        teleTarget.transform.position = hitPosition;

        reticlePointer.GetComponent <Renderer>().enabled = (hitPosition == fakeHide);
    }
Esempio n. 4
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    void Awake()
    {
        spriteRenderer       = GetComponent <SpriteRenderer>();
        lostTrackingMaterial = spriteRenderer.material;
        alphaPropertyId      = Shader.PropertyToID("_Alpha");

        reticlePointer = GameObject.FindObjectOfType <GvrReticlePointer>();
        if (reticlePointer)
        {
            Renderer reticleRenderer = reticlePointer.GetComponent <Renderer>();
            _reticlePointerVisible = reticleRenderer.enabled;
        }
    }
Esempio n. 5
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    // Use this for initialization
    void Start()
    {
        mTargetTime = DEFALUTCOUNT;
        if (mGvrReticlePointer == null)
        {
            mGvrReticlePointer = GetComponentInParent <GvrReticlePointer>();
        }
        mGvrReticlePointer.OnPointerEnterEvent = GvrReticlePointer_OnPointerEnterEvent;
        mGvrReticlePointer.OnPointerHoverEvent = GvrReticlePointer_OnPointerHoverEvent;
        mGvrReticlePointer.OnPointerExitEvent  = GvrReticlePointer_OnPointerExitEvent;
        m_meshRenderer = mGvrReticlePointer.GetComponent <MeshRenderer>();
        mSelfRenderer  = GetComponent <MeshRenderer>();

        rendererComponent = GetComponent <Renderer>();
        rendererComponent.sortingOrder = m_meshRenderer.sortingOrder;

        MaterialComp = rendererComponent.material;
        CreateReticleVertices();
    }
Esempio n. 6
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 public void fn_action()
 {
     v_point.GetComponent <MeshRenderer>().material.color = Color.blue;
     StartCoroutine(c_actionTime(v_function, v_data));
 }
Esempio n. 7
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 public void Start()
 {
     v_point = GameObject.Find("GvrReticlePointer").GetComponent <GvrReticlePointer>();
     v_point.GetComponent <MeshRenderer>().material.color = Color.black;
 }
 private void GvrReticleOn()
 {
     gvrReticlePointer.GetComponent <MeshRenderer> ().enabled = true;
     gvrReticlePointer.enabled = true;
     InputTracking.disablePositionalTracking = true;
 }