// Use this for initialization void Start() { cleanupCameras(); ovrGui = new OVRGUI(); ovrGui.SetCameraController(ref cameraController); ovrGui.SetFontReplace(timeFont); cubes = new GameObject[numCubes]; for (int i = 0; i < numCubes; i++) { Vector3 position = Random.onUnitSphere * Random.Range(maxDistance / 2, maxDistance); GameObject o = GameObject.Instantiate(cube, position, Quaternion.identity) as GameObject; BlinkySorty bs = o.GetComponent <BlinkySorty>(); bs.leftCamera = cameraLeft; bs.numBlinks = (int)Random.Range(1, 7); cubes[i] = o; } dest = ovrParent.transform.position; userSort = new ArrayList(); }
// GUI // * * * * * * * * * * * * * * * * * // OnGUI void OnGUI() { // Important to keep from skipping render events if (Event.current.type != EventType.Repaint) { return; } // Fade in screen if (AlphaFadeValue > 0.0f) { AlphaFadeValue -= Mathf.Clamp01(Time.deltaTime / FadeInTime); if (AlphaFadeValue < 0.0f) { AlphaFadeValue = 0.0f; // We can turn on the render object so we can render the on-screen menu if (GUIRenderObject != null) { GUIRenderObject.SetActive(true); } } else { GUI.color = new Color(0, 0, 0, AlphaFadeValue); GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), FadeInTexture); return; } } // Cache current active render texture RenderTexture previousActive = RenderTexture.active; // if set, we will render to this texture if (GUIRenderTexture != null) { RenderTexture.active = GUIRenderTexture; GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); } // Update OVRGUI functions (will be deprecated eventually when 2D rendering // is removed from GUI) GuiHelper.SetStereoSpreadX(StereoSpreadX); GuiHelper.SetFontReplace(FontReplace); // If true, we are displaying information about the Rift not being detected // So do not show anything else if (GUIShowRiftDetected() != true) { GUIShowLevels(); GUIShowVRVariables(); } // Restore active render texture RenderTexture.active = previousActive; }
// GUI // * * * * * * * * * * * * * * * * * // OnGUI void OnGUI() { // Important to keep from skipping render events if (Event.current.type != EventType.Repaint) { return; } // Fade in screen if (AlphaFadeValue > 0.0f) { AlphaFadeValue -= Mathf.Clamp01(Time.deltaTime / FadeInTime); if (AlphaFadeValue < 0.0f) { AlphaFadeValue = 0.0f; } else { GUI.color = new Color(0, 0, 0, AlphaFadeValue); GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), FadeInTexture); return; } } // We can turn on the render object so we can render the on-screen menu if (GUIRenderObject != null) { if (ScenesVisible || ShowVRVars || Crosshair.IsCrosshairVisible() || RiftPresentTimeout > 0.0f || DeviceDetectionTimeout > 0.0f || ((MagCal.Disabled() == false) && (MagCal.Ready() == false)) ) { GUIRenderObject.SetActive(true); } else { GUIRenderObject.SetActive(false); } } //*** // Set the GUI matrix to deal with portrait mode Vector3 scale = Vector3.one; if (CameraController.PortraitMode == true) { float h = OVRDevice.HResolution; float v = OVRDevice.VResolution; scale.x = v / h; // calculate hor scale scale.y = h / v; // calculate vert scale } Matrix4x4 svMat = GUI.matrix; // save current matrix // substitute matrix - only scale is altered from standard GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, scale); // Cache current active render texture RenderTexture previousActive = RenderTexture.active; // if set, we will render to this texture if (GUIRenderTexture != null) { RenderTexture.active = GUIRenderTexture; GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); } // Update OVRGUI functions (will be deprecated eventually when 2D renderingc // is removed from GUI) GuiHelper.SetFontReplace(FontReplace); // If true, we are displaying information about the Rift not being detected // So do not show anything else if (GUIShowRiftDetected() != true) { GUIShowLevels(); GUIShowVRVariables(); } //GuiHelper.StereoDrawTexture(0.45f, 0.45f, 0.1f, 0.1f, ref TestImage, Color.white); Crosshair.OnGUICrosshair(); // Restore active render texture RenderTexture.active = previousActive; // *** // Restore previous GUI matrix GUI.matrix = svMat; }
// GUI /// <summary> /// Raises the GU event. /// </summary> void OnGUI() { // Important to keep from skipping render events if (Event.current.type != EventType.Repaint) { return; } // Fade in screen if (AlphaFadeValue > 0.0f) { AlphaFadeValue -= Mathf.Clamp01(Time.deltaTime / FadeInTime); if (AlphaFadeValue < 0.0f) { AlphaFadeValue = 0.0f; } else { GUI.color = new Color(0, 0, 0, AlphaFadeValue); GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), FadeInTexture); return; } } // We can turn on the render object so we can render the on-screen menu if (GUIRenderObject != null) { if (ScenesVisible || ShowVRVars || Crosshair.IsCrosshairVisible() || RiftPresentTimeout > 0.0f || DeviceDetectionTimeout > 0.0f || VisionGuide.GetFadeAlphaValue() > 0.0f) { GUIRenderObject.SetActive(true); } else { GUIRenderObject.SetActive(false); } } //*** // Set the GUI matrix to deal with portrait mode Vector3 scale = Vector3.one; Matrix4x4 svMat = GUI.matrix; // save current matrix // substitute matrix - only scale is altered from standard GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, scale); // Cache current active render texture RenderTexture previousActive = RenderTexture.active; // if set, we will render to this texture if (GUIRenderTexture != null) { RenderTexture.active = GUIRenderTexture; GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); } // Update OVRGUI functions (will be deprecated eventually when 2D renderingc // is removed from GUI) GuiHelper.SetFontReplace(FontReplace); // If true, we are displaying information about the Rift not being detected // So do not show anything else if (GUIShowRiftDetected() != true) { GUIShowLevels(); GUIShowVRVariables(); } // The cross-hair may need to go away at some point, unless someone finds it // useful Crosshair.OnGUICrosshair(); // Since we want to draw into the main GUI that is shared within the MainMenu, // we call the OVRVisionGuide GUI function here VisionGuide.OnGUIVisionGuide(); // Restore active render texture RenderTexture.active = previousActive; // *** // Restore previous GUI matrix GUI.matrix = svMat; }
void OnGUI() { // Important to keep from skipping render events if (Event.current.type != EventType.Repaint) { return; } // Fade in screen // if(AlphaFadeValue > 0.0f) // { // AlphaFadeValue -= Mathf.Clamp01(Time.deltaTime / FadeInTime); // if(AlphaFadeValue < 0.0f) // { // AlphaFadeValue = 0.0f; // } // else // { // GUI.color = new Color(0, 0, 0, AlphaFadeValue); // GUI.DrawTexture( new Rect(0, 0, Screen.width, Screen.height ), FadeInTexture ); // return; // } // } // We can turn on the render object so we can render the on-screen menu if (GUIRenderObject != null) { if (delayedShow || showMagStatus || ((magCal.Disabled() == false) && (magCal.Ready() == false))) { GUIRenderObject.SetActive(true); } else { GUIRenderObject.SetActive(false); } } // Set the GUI matrix to deal with portrait mode Vector3 scale = Vector3.one; if (CameraController.PortraitMode == true) { float h = OVRDevice.HResolution; float v = OVRDevice.VResolution; scale.x = v / h; // calculate hor scale scale.y = h / v; // calculate vert scale } Matrix4x4 svMat = GUI.matrix; // save current matrix // substitute matrix - only scale is altered from standard GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, scale); // Cache current active render texture RenderTexture previousActive = RenderTexture.active; // if set, we will render to this texture if (GUIRenderTexture != null) { RenderTexture.active = GUIRenderTexture; GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); } // Update OVRGUI functions (will be deprecated eventually when 2D renderingc // is removed from GUI) GuiHelper.SetFontReplace(textFont); if (showMagStatus || delayedShow || (magCal.Disabled() == false) && (magCal.Ready() == false)) { // Print out auto mag correction state magCal.GUIMagYawDriftCorrection(VRVarsSX, VRVarsSY, VRVarsWidthX, VRVarsWidthY, ref GuiHelper); } // Restore active render texture RenderTexture.active = previousActive; // *** // Restore previous GUI matrix GUI.matrix = svMat; }
// Use this for initialization void Start() { ovrGui = new OVRGUI(); ovrGui.SetCameraController(ref cameraController); ovrGui.SetFontReplace(timeFont); }
void OnGUI() { // Important to keep from skipping render events if (Event.current.type != EventType.Repaint) { return; } // We can turn on the render object so we can render the on-screen menu if (GUIRenderObject != null) { GUIRenderObject.SetActive(true); /* if (ScenesVisible || ShowVRVars || Crosshair.IsCrosshairVisible() || * RiftPresentTimeout > 0.0f || DeviceDetectionTimeout > 0.0f || * ((MagCal.Disabled () == false) && (MagCal.Ready () == false)) * ) * GUIRenderObject.SetActive(true); * else * GUIRenderObject.SetActive(false);*/ } //*** // Set the GUI matrix to deal with portrait mode Vector3 scale = Vector3.one; if (CameraController.PortraitMode == true) { float h = OVRDevice.HResolution; float v = OVRDevice.VResolution; scale.x = v / h; // calculate hor scale scale.y = h / v; // calculate vert scale } Matrix4x4 svMat = GUI.matrix; // save current matrix // substitute matrix - only scale is altered from standard GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, scale); // Cache current active render texture RenderTexture previousActive = RenderTexture.active; // if set, we will render to this texture if (GUIRenderTexture != null) { RenderTexture.active = GUIRenderTexture; GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); } // Update OVRGUI functions (will be deprecated eventually when 2D renderingc // is removed from GUI) GuiHelper.SetFontReplace(FontReplace); if (CameraController != null) { /* *************************************************** */ /* ******* PLACE YOUR GUI CODE BELOW ******* */ // Text //GuiHelper.StereoBox(525, 150, 100, 20, ref healthString, Color.red); //GuiHelper.StereoBox(525, 175, 100, 20, ref staminaString, Color.green); GuiHelper.StereoDrawTexture(525, 150, (int)healthBarLength, 15, ref healthBar, Color.gray); GuiHelper.StereoDrawTexture(525, 175, (int)staminaBarLength, 15, ref staminaBar, Color.gray); GuiHelper.StereoBox(775, 150, 50, 20, ref scoreString, Color.white); GuiHelper.StereoBox(775, 350, 50, 20, ref timeString, Color.white); // Labels GuiHelper.StereoDrawTexture(450, 150, 75, 20, ref healthIcon, Color.gray); GuiHelper.StereoDrawTexture(450, 175, 75, 20, ref staminaIcon, Color.gray); GuiHelper.StereoDrawTexture(640, 175, 75, 20, ref bubblesIcon, Color.gray); GuiHelper.StereoDrawTexture(720, 147, 40, 25, ref scoreIcon, Color.gray); GuiHelper.StereoDrawTexture(720, 347, 40, 25, ref timeIcon, Color.gray); // Bubbles displayBubbles(); // Power-ups displayPowerUpIcons(); /* ******************************************************* */ } // Restore active render texture RenderTexture.active = previousActive; // *** // Restore previous GUI matrix GUI.matrix = svMat; }