// Start is called before the first frame update void Start() { // 获取poseManager,用于动作判断 poseManagerSingle = single.GetComponent <PoseManager>(); poseManagerA = playerA.GetComponent <PoseManager>(); poseManagerB = playerB.GetComponent <PoseManager>(); }
public void writePose(PoseManager pm) // change it so that it is all relative to the base { for (int i = 0; i < 16; i++) { bones[i] = Bone.TransformToBone(pm.bones[i].transform, pm.baseTransform); } /*hip = Bone.TransformToBone(pm.hip.transform, pm.baseTransform); * chest = Bone.TransformToBone(pm.chest.transform, pm.baseTransform); * neck = Bone.TransformToBone(pm.neck.transform, pm.baseTransform); * head = Bone.TransformToBone(pm.head.transform, pm.baseTransform); * upperArmL = Bone.TransformToBone(pm.upperArmL.transform, pm.baseTransform); * upperArmR = Bone.TransformToBone(pm.upperArmR.transform, pm.baseTransform); * lowerArmL = Bone.TransformToBone(pm.lowerArmL.transform, pm.baseTransform); * lowerArmR = Bone.TransformToBone(pm.lowerArmR.transform, pm.baseTransform); * handL = Bone.TransformToBone(pm.handL.transform, pm.baseTransform); * handR = Bone.TransformToBone(pm.handR.transform, pm.baseTransform); * upperLegL = Bone.TransformToBone(pm.upperLegL.transform, pm.baseTransform); * upperLegR = Bone.TransformToBone(pm.upperLegR.transform, pm.baseTransform); * lowerLegL = Bone.TransformToBone(pm.lowerLegL.transform, pm.baseTransform); * lowerLegR = Bone.TransformToBone(pm.lowerLegR.transform, pm.baseTransform); * footL = Bone.TransformToBone(pm.footL.transform, pm.baseTransform); * footR = Bone.TransformToBone(pm.footR.transform, pm.baseTransform); */ }
public override void OnInspectorGUI() { PoseManager pm = (PoseManager)target; DrawDefaultInspector(); EditorGUILayout.Space(); EditorGUILayout.LabelField("Pose Editor"); poseName = EditorGUILayout.TextField("Pose Name", poseName); if (GUILayout.Button("Save")) { if (!String.IsNullOrEmpty(poseName) || true) { Debug.Log("Saving Pose: " + poseName); Pose asset = ScriptableObject.CreateInstance <Pose>(); asset.writePose(pm); AssetDatabase.CreateAsset(asset, "Assets/Poses/" + poseName + ".asset"); AssetDatabase.SaveAssets(); } else { Debug.Log("Invalid Pose: " + poseName); } } if (GUILayout.Button("Force Pose")) { pm.SetPose(pm.currentPose); } if (GUILayout.Button("Mirror Pose")) { pm.Mirror(); } }
// Use this for initialization void Start() { _score = GameObject.Find("PoseManager").GetComponent <ScoreAdd>(); _pose = GameObject.Find("PoseManager").GetComponent <PoseManager> (); _Additional = 0; _L_Addscore = false; _R_Addscore = false; _Fadeflag = false; _Fade = false; //_Score = gameObject.GetComponent<Image>(); _Score = gameObject.GetComponent <Text>(); r = _Score.GetComponent <Text>().color.r; g = _Score.GetComponent <Text>().color.g; b = _Score.GetComponent <Text>().color.b; alpha = _Score.GetComponent <Text>().color.a; _Score.text = "PointGet"; _fadeTime = 1.5f; _fiTime = _fadeTime; _foTime = 0.0f; _timer = 0.0f; }
void Init() { _state = State.Stop; _size = transform.localScale.x; _attackInterval = 6f; if (this.gameObject.name.Contains("SnowRiceField")) { //スノーライスフィールド _pattern = EnemyPattern.SnowRiceField; } else if (this.gameObject.name.Contains("Suspenders")) { //サスペンダー _pattern = EnemyPattern.Suspenders; } else if (this.gameObject.name.Contains("DarkHorse")) { //害悪馬(DarkHorse) _pattern = EnemyPattern.DarkHorse; } else if (this.gameObject.name.Contains("Python")) { _pattern = EnemyPattern.Python; } else { _pattern = 0; } _poseManager = GetComponent <PoseManager>(); _animator = GetComponent <Animator>(); Debug.Log("Animator:" + _animator); _rigidbody2D = GetComponent <Rigidbody2D>(); _audioSource = GetComponent <AudioSource>(); }
#pragma warning disable IDE0051 // ReSharper disable UnusedMember.Local private void Start() { _animator = GetComponentInChildren <Animator>(); _poseManager = GetComponentInChildren <PoseManager>(); _leftHandAnimAction = new SkeletalInput("/actions/customavatars/in/lefthandanim"); _rightHandAnimAction = new SkeletalInput("/actions/customavatars/in/righthandanim"); }
void Start() { _pose_manager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); // ここの取得は後で変更 _lSholder = GameObject.Find("Player_LeftHand1"); _rcrotch = GameObject.Find("Player_RightLeg1"); }
// Start is called before the first frame update void Start() { // 获取poseManager,用于动作判断 poseManagerSingle = single.GetComponent <PoseManager>(); poseManagerA = playerA.GetComponent <PoseManager>(); poseManagerB = playerB.GetComponent <PoseManager>(); // 初始化评论列表 comments = gameObject.GetComponent <Comments>(); }
// Use this for initialization void Start() { _posemanager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _PoseCanvas = GameObject.Find("Pose_canvas").GetComponent <Canvas>(); _Exit = GameObject.Find("Pose_Exit").GetComponent <Image>(); _exit = GameObject.Find("Pose_Exit").GetComponent <Pose_exit>(); _View = GameObject.Find("ScoreCanvas").GetComponent <Canvas>(); _view = _View.GetComponent <ScoreView>(); }
// Use this for initialization void Start() { _pose = GetComponent <PoseManager>(); _Score = 0; _ScoreAddition = false; _Wholebody = false; _GetScore = false; _score = GameObject.Find("Score").GetComponent <Score>(); }
// Use this for initialization void Start() { _posemanager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _PoseCanvas = GameObject.Find("Pose_canvas").GetComponent <Canvas>(); _Big = GameObject.Find("Pose_Big").GetComponent <Image>(); _big = GameObject.Find("Pose_Big").GetComponent <Pose_big>(); _View = GameObject.Find("ScoreCanvas").GetComponent <Canvas>(); _view = GameObject.Find("ScoreCanvas").GetComponent <ScoreView>(); }
// Use this for initialization void Start() { _posemanager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _PoseCanvas = GameObject.Find("Pose_canvas").GetComponent <Canvas>(); _Happy = GameObject.Find("Pose_Happy").GetComponent <Image>(); _happy = GameObject.Find("Pose_Happy").GetComponent <Pose_Happy>(); _audioSource = GetComponent <AudioSource>(); _View = GameObject.Find("ScoreCanvas").GetComponent <Canvas>(); _view = _View.GetComponent <ScoreView>(); }
// Use this for initialization void Start() { _posemanager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _PoseCanvas = GameObject.Find("Pose_canvas").GetComponent <Canvas>(); _OpenLeg = GameObject.Find("Pose_OpneLeg").GetComponent <Image>(); _openLeg = GameObject.Find("Pose_OpneLeg").GetComponent <Pose_opneLeg>(); _audioSource = GetComponent <AudioSource>(); _View = GameObject.Find("ScoreCanvas").GetComponent <Canvas>(); _view = _View.GetComponent <ScoreView>(); }
void Start () { audioPlayer = GameObject.Find ("SoundObject").GetComponent<AudioPlayScript> (); controller = GameObject.Find ("HeadMountedHandController").GetComponent<HandController> (); leftHandModel = GameObject.Find ("SecondPlayerLeft"); rightHandModel = GameObject.Find ("SecondPlayerRight"); result = GameObject.Find ("ResultText").GetComponent<Text> (); poseManager = new PoseManager (); if (PhotonNetwork.playerList [0].name == PhotonNetwork.playerName) { firstPlayer = true; Debug.Log ("first player"); } }
// Use this for initialization void Start() { _pose_manager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _pose_u = GameObject.Find("Pose_U").GetComponent <Pose_U>(); _Chance = GameObject.Find("Chance").GetComponent <Image>(); r = _Chance.GetComponent <Image>().color.r; g = _Chance.GetComponent <Image>().color.g; b = _Chance.GetComponent <Image>().color.b; alpha = _Chance.GetComponent <Image>().color.a; _rShoulder = GameObject.Find("Player_RightHand1"); _lCrotch = GameObject.Find("Player_LeftLeg1"); }
// Use this for initialization void Start() { _Chance = gameObject.GetComponent <Image>(); r = _Chance.GetComponent <Image>().color.r; g = _Chance.GetComponent <Image>().color.g; b = _Chance.GetComponent <Image>().color.b; alpha = _Chance.GetComponent <Image>().color.a; _DisplayChance = false; _foTime = 0; // 初期化(フェードアウト) _fiTime = _fadeTime; // 初期化(フェードイン) _fadeTime = 1.5f; _pose = GameObject.Find("PoseManager").GetComponent <PoseManager>(); }
// Use this for initialization void Start() { _posemanager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _Sumou = GameObject.Find("Pose_sumou").GetComponent <Image>(); _sumou = _Sumou.GetComponent <Pose_sumou>(); _Chance = GameObject.Find("Chance").GetComponent <Image>(); r = _Chance.GetComponent <Image>().color.r; g = _Chance.GetComponent <Image>().color.g; b = _Chance.GetComponent <Image>().color.b; alpha = _Chance.GetComponent <Image>().color.a; _fadetime = 1.5f; _fotime = 0.0f; _fitime = _fadetime; }
// Use this for initialization void Start() { _pose_manager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _pose_defo = GameObject.Find("Pose_Defolt").GetComponent <Pose_Defo>(); _rogo_defo = GameObject.Find("Rogo_Defo").GetComponent <Image>(); rogo_r = _rogo_defo.GetComponent <Image>().color.r; rogo_g = _rogo_defo.GetComponent <Image>().color.g; rogo_b = _rogo_defo.GetComponent <Image>().color.b; rogo_a = _rogo_defo.GetComponent <Image>().color.a; _Chance = GameObject.Find("Chance").GetComponent <Image>(); r = _Chance.GetComponent <Image>().color.r; g = _Chance.GetComponent <Image>().color.g; b = _Chance.GetComponent <Image>().color.b; alpha = _Chance.GetComponent <Image>().color.a; _rShoulder = GameObject.Find("Player_RightHand1"); _lCrotch = GameObject.Find("Player_LeftLeg1"); }
// Use this for initialization void Start() { _pose_manager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _pose_openleg = GameObject.Find("Pose_OpneLeg").GetComponent <Pose_opneLeg>(); _rogo_kaikyaku = GameObject.Find("Rogo_Kaikyaku").GetComponent <Image>(); rogo_r = _rogo_kaikyaku.GetComponent <Image>().color.r; rogo_g = _rogo_kaikyaku.GetComponent <Image>().color.g; rogo_b = _rogo_kaikyaku.GetComponent <Image>().color.b; rogo_a = _rogo_kaikyaku.GetComponent <Image>().color.a; _Chance = GameObject.Find("Chance").GetComponent <Image>(); r = _Chance.GetComponent <Image>().color.r; g = _Chance.GetComponent <Image>().color.g; b = _Chance.GetComponent <Image>().color.b; alpha = _Chance.GetComponent <Image>().color.a; _rShoulder = GameObject.Find("Player_RightHand1"); _lCrotch = GameObject.Find("Player_LeftLeg1"); }
public override void OnInspectorGUI() { DrawDefaultInspector(); PoseManager poseManager = (PoseManager)target; GUILayout.BeginHorizontal(); if (GUILayout.Button("Save Open Hands Pose")) { Animator animator = poseManager.gameObject.GetComponentInChildren<Animator>(); poseManager.SaveOpenHand(animator); } if (GUILayout.Button("Apply Open Hands Pose")) { Undo.RegisterCompleteObjectUndo(poseManager.gameObject, "Apply Open Hands Pose"); Animator animator = poseManager.gameObject.GetComponentInChildren<Animator>(); poseManager.ApplyOpenHand(animator); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Save Closed Hands Pose")) { Animator animator = poseManager.gameObject.GetComponentInChildren<Animator>(); poseManager.SaveClosedHand(animator); } if (GUILayout.Button("Apply Closed Hands Pose")) { Undo.RegisterCompleteObjectUndo(poseManager.gameObject, "Apply Closed Hands Pose"); Animator animator = poseManager.gameObject.GetComponentInChildren<Animator>(); poseManager.ApplyClosedHand(animator); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } GUILayout.EndHorizontal(); }
private void Awake() { // Hopefully there's a player at this point. We need to get their material reference so the shaders look right. chestStand.material = ZNetScene.instance.GetPrefab("Player").GetComponent <VisEquipment>().m_bodyModel.material; legsStand.material = chestStand.material; legsPole.material = chestStand.material; // If items are equipped this will sort itself out and reset. legsStand.gameObject.SetActive(false); helmetStand.SetActive(false); // This is the wood texture for the stand chestStand.material.SetTexture("_MainTex", defaultBodyTexture); legsStand.material.SetTexture("_MainTex", defaultBodyTexture); legsPole.material.SetTexture("_MainTex", defaultBodyTexture); this.m_nview = (UnityEngine.Object) this.m_netViewOverride ? this.m_netViewOverride : this.gameObject.GetComponent <ZNetView>(); if (this.m_nview.GetZDO() == null) { return; } equipmentSlotManager = new EquippableSlotManager(this); poseManager = new PoseManager(this); WearNTear component = this.GetComponent <WearNTear>(); if ((bool)((UnityEngine.Object)component)) { component.m_onDestroyed += new Action(this.OnDestroyed); } this.m_nview.Register("DropItems", new Action <long>(this.RPC_DropItems)); this.m_nview.Register("RequestOwn", new Action <long>(this.RPC_RequestOwn)); this.m_nview.Register("DestroyAttachment", new Action <long>(this.RPC_DestroyAttachment)); this.m_nview.Register("SetVisualItems", new Action <long>(this.RPC_SetVisualItems)); this.InvokeRepeating("UpdateVisual", 1f, 4f); }
public LeapHandWrapper (GameObject hand, string orientation, PoseManager.POSE pose) { this.hand = hand; this.orientation = orientation; this.pose = pose; }
public override void OnInspectorGUI() { PoseManager poseManager = (PoseManager)target; if (!poseManager.animator.isHuman) { GUILayout.Label($"{nameof(PoseManager)} is only compatible with human animators."); return; } GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); if (poseManager.openHandIsValid) { GUILayout.Label(new GUIContent("<color='green'>\u2713</color> Open Hands", "Finger poses for open hands are set"), _richLabel); } else { GUILayout.Label(new GUIContent("<color='red'>\u2715</color> Open Hands", "Finger poses for open hands are not set"), _richLabel); } if (GUILayout.Button("Save Open Hands Pose")) { Undo.RegisterCompleteObjectUndo(poseManager, "Save Open Hand Poses"); poseManager.SaveOpenHandPoses(); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } if (GUILayout.Button("Clear Open Hands Pose")) { Undo.RegisterCompleteObjectUndo(poseManager, "Clear Open Hand Poses"); poseManager.ClearOpenHandPoses(); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } GUILayout.EndVertical(); GUILayout.BeginVertical(); if (poseManager.closedHandIsValid) { GUILayout.Label(new GUIContent("<color='green'>\u2713</color> Closed Hands", "Finger poses for closed hands are set"), _richLabel); } else { GUILayout.Label(new GUIContent("<color='red'>\u2715</color> Closed Hands", "Finger poses for closed hands are not set"), _richLabel); } if (GUILayout.Button("Save Closed Hands Pose")) { Undo.RegisterCompleteObjectUndo(poseManager, "Save Closed Hand Poses"); poseManager.SaveClosedHandPoses(); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } if (GUILayout.Button("Clear Closed Hands Pose")) { Undo.RegisterCompleteObjectUndo(poseManager, "Clear Closed Hand Poses"); poseManager.ClearClosedHandPoses(); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } GUILayout.EndVertical(); GUILayout.EndHorizontal(); float sliderValue = EditorGUILayout.Slider(new GUIContent("Animate Hands", "Interpolate between open and closed hands poses"), _sliderValue, 0, 1); if (sliderValue != _sliderValue) { Undo.RegisterFullObjectHierarchyUndo(poseManager.gameObject, "Animate Hands"); poseManager.InterpolateHandPoses(sliderValue); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); _sliderValue = sliderValue; } GUILayout.BeginHorizontal(); if (GUILayout.Button("Mirror Left Hand Pose")) { Undo.RegisterFullObjectHierarchyUndo(poseManager.gameObject, "Mirror Left Hand Poses"); MirrorLeftHand(poseManager.animator); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } if (GUILayout.Button("Mirror Right Hand Pose")) { Undo.RegisterFullObjectHierarchyUndo(poseManager.gameObject, "Mirror Right Hand Poses"); MirrorRightHand(poseManager.animator); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } GUILayout.EndHorizontal(); if (GUILayout.Button("Reset Hands")) { ResetHands(poseManager.animator); } }
// Use this for initialization void Start() { _posemanager = GameObject.FindGameObjectWithTag("Posemanager").GetComponent <PoseManager>(); _Eiffelt = GameObject.Find("Pose_Eiffelt").GetComponent <Image>(); _eiffelt = GameObject.Find("Pose_Eiffelt").GetComponent <Pose_eiffelt>(); }
private void Start() { _animator = GetComponentInChildren <Animator>(); _poseManager = GetComponentInChildren <PoseManager>(); }
private void Start() { _poseManager = GetComponentInChildren <PoseManager>(); }