Esempio n. 1
0
 // Tap event listener
 private void TapRecognizer_TappedEvent(InteractionSourceKind source, int tapCount, Ray headRay)
 {
     // Drops brick on even taps
     if (odd_tap == false)
     {
         // Stops registering tap events to provent spawning new bricks before server message is sent
         tapRecognizer.StopCapturingGestures();
         // Changes property of active_brick to freeze_object so it nolonger follows the camera
         freeze_object = active_brick;
         active_brick  = null;
         // Accesses the rigid body components of the freeze_object game object and enables gravity so object falls
         rb            = freeze_object.GetComponent <Rigidbody>();
         rb.useGravity = true;
         // Set odd_tap to true so next tap spawns a new brick
         odd_tap = true;
         // Executes custom _freeze method 0.5 seconds after fall, so it has plenty of time to reach the ground
         Invoke("_freeze", 0.5f);
         // Posts the position and rotation information to the server
         networking.MainAsync(
             posX,
             posY,
             posZ,
             rotX,
             rotY,
             rotZ);
         // Write the position and rotation information into local text file
         writeTextHelper.WriteString(
             posX,
             posY,
             posZ,
             rotX,
             rotY,
             rotZ);
     }
     // Creates brick on odd taps
     else
     {
         // Initializes brick model to starting position and default rotation
         var        newBrickPosition = new Vector3(0f, 0.65f, -2f);
         GameObject NewBrick         = Instantiate(brick_prefab, newBrickPosition, Quaternion.identity);
         // Tags the brick for easy grouping
         NewBrick.tag = "brick";
         var rb = NewBrick.GetComponent <Rigidbody>();
         // Sets rigid body properties for the brick while it's controlled by viewer's camera
         if (rb == null)
         {
             return;
         }
         // Removes the effect of gravity
         rb.useGravity = false;
         // Removes velocity
         rb.velocity = Vector3.zero;
         // Set desired brick rotation
         rb.rotation = Quaternion.Euler(-90f, 0f, 0f);
         // Fixes the rotation and only allow translation
         rb.freezeRotation = true;
         // Assigning counts to the bricks array, to make it easier to access the most recent brick.
         bricks[count] = NewBrick;
         count        += 1;
         // Sets NewBrick as active_brick which follows the camera movements
         active_brick = NewBrick;
         odd_tap      = false;
     }
 }