Esempio n. 1
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    // Init
    void Awake()
    {
        edc = GetComponent <EnemyDataController>();
        sceneObjects.transform.localScale = PlayAreaRealSize.GetScaleFactor();

        var playerData = JsonUtility.FromJson <PlayerData>((Resources.Load("Database/player_data") as TextAsset).text);

        Debug.Log("Level" + currentLevel);
        levelData = playerData.levels.Where(x => x.level_id == currentLevel).FirstOrDefault();
    }
Esempio n. 2
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 /**
  * A normal member allowing to choose a Soldier during the gameplay
  * @param sender object.
  * @param e InteractableObjectEventArgs.
  */
 private void ObjectChoosenToPlay(object sender, InteractableObjectEventArgs e)
 {
     if (GameManager.Instance.gamemode == GameManager.GameMode.PLAYER_TURN && canBeChosenToPlay)
     {
         Debug.Log("Player turn");
         GameManager.Instance.SetRolePlayMode();
         sceneObjects.localScale *= 2.5f / PlayAreaRealSize.GetFactor();
         VRTK_DeviceFinder.PlayAreaTransform().position = transform.position; //teleport to soldier place
         soldierModel.SetActive(false);
         soldierCollider.SetActive(false);
         UsableItem.GetComponent <VRTK_InteractableObject>().isGrabbable = true;
         weaponController.setPosition(transform.position.x, transform.position.z);
         weaponController.collider.enabled = true; // collider control
     }
 }
Esempio n. 3
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    /**
     * A normal member to be called after the user is done with playing in the role of the chosen Soldier.
     */
    public void AfterFinishedAction()
    {
        sceneObjects.localScale /= 2.5f / PlayAreaRealSize.GetFactor();
        VRTK_DeviceFinder.PlayAreaTransform().position = Vector3.zero;
        soldierModel.SetActive(true);
        soldierCollider.SetActive(true);
        UsableItem.GetComponent <VRTK_InteractableObject>().isGrabbable = false;
        UsableItem.transform.position = originalItemPosition;
        UsableItem.transform.rotation = originalItemRotation;

        UsableItem.GetComponent <Shooter>()?.ResetWeapon();
        weaponController.collider.enabled = false; // disabling collider to avoid disabling a weapon when collider is moving around the playground

        // if gamemode is MENU (= level ended), enemy turn cannot be executed
        if (GameManager.Instance.gamemode != GameManager.GameMode.MENU)
        {
            GetComponent <Enemy>().EnemyController();
        }
    }
Esempio n. 4
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 /**
  * Pomocna funkcia ktora zmensi / zvacsi objekt podla velkost plochy vo VR
  * @param obj objekt ktory bude zmenseny/zvaceny podla velkosti sceny
  */
 private static GameObject ScaleObject(GameObject obj)
 {
     obj.transform.localScale = Vector3.Scale(obj.transform.localScale, PlayAreaRealSize.GetScaleFactor());
     return(obj);
 }