Esempio n. 1
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    public void EnableDisplay()
    {
        bool a = display.IsActive();

        display.gameObject.SetActive(!a);
        enableDisplay.GetComponentInChildren <Text>().text = a ? "3D" : "2D";
    }
Esempio n. 2
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    public string NomeTexturaModuloSelecionado(string modulo)
    {
        switch (modulo)
        {
        case "cabeca":
            return(Cabeca.texture.name);

        case "nariz":
            return(Nariz.texture.name);

        case "olhos":
            return(Olhos.texture.name);

        case "boca":
            return(Boca.texture.name);

        case "roupa":
            return(Roupa.texture.name);

        case "cabeloFrontal":
            return((CabeloFrontal.IsActive()) ? CabeloFrontal.texture.name : modulo + "vazio");

        case "cabeloTraseiro":
            return((CabeloTraseiro.IsActive()) ? CabeloTraseiro.texture.name : modulo + "vazio");

        case "barba":
            return((Barba.IsActive()) ? Barba.texture.name : modulo + "vazio");

        case "sombrancelhas":
            return(Sombrancelhas.texture.name);

        default:
            return("");
        }
    }
Esempio n. 3
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    protected virtual void OnTrackingFound()
    {
        //Disabled audio and video playback and enable image playback
        mTrackableBehaviour.gameObject.SetActive(true);
        video.gameObject.SetActive(false);
        sound.gameObject.SetActive(false);

        var rendererComponents = GetComponentsInChildren <Renderer>(true);
        var colliderComponents = GetComponentsInChildren <Collider>(true);
        var canvasComponents   = GetComponentsInChildren <Canvas>(true);

        // Enable rendering:
        foreach (var component in rendererComponents)
        {
            component.enabled = true;
        }

        // Enable colliders:
        foreach (var component in colliderComponents)
        {
            component.enabled = true;
        }

        // Enable canvas':
        foreach (var component in canvasComponents)
        {
            component.enabled = true;
        }

        if (Imagenes != null)
        {
            msjImagen = "";
            //To advance image
            if (countImg == 2)
            {
                CancelInvoke();
                Advance();
            }

            if (img.IsActive() == false)
            {
                img.gameObject.SetActive(true);
                Invoke("Advance", 15);
            }
            detalles.text = statusRed + "\nMarcador perdido: " + ((countImg == 1)?countImg.ToString() + " vez":countImg.ToString() + " veces") + "\n" + msjImagen;
        }
        else
        {
            msjImagen     = "Sin imágenes para mostrar";
            detalles.text = statusRed + "\nMarcador perdido: " + ((countImg == 1)?countImg.ToString() + " vez":countImg.ToString() + " veces") + "\n" + msjImagen;
            countImg      = -1;
            StartCoroutine(getImagenes());
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (!BladeModeElementRawImage)
        {
            return;
        }
        Color thecolor = this.GetComponent <RawImage>().color;

        thecolor.a = BladeModeElementRawImage.IsActive()?0:1;
        this.GetComponent <RawImage>().color = thecolor;
    }
Esempio n. 5
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 // Update is called once per frame
 void Update()
 {
     if (feet.IsActive() == true)
     {
         t -= Time.deltaTime;
         if (t < 0)
         {
             feet.gameObject.SetActive(false);
             t = 0.2f;
         }
     }
 }
Esempio n. 6
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 void Update()
 {
     if (tapToContinue.IsActive())
     {
         if (Input.touchCount > 0)
         {
             screenTapped = true;
         }
         if (Input.anyKey)
         {
             screenTapped = true;
         }
     }
 }
Esempio n. 7
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 // Update is called once per frame
 void Update()
 {
     if (ui_displayState >= 2)
     {
         if (!CanAttack())
         {
             ui_attackIconCover.transform.position   = new Vector3(ui_attackIconPos.x, ui_attackIconPos.y + ((coolDownTimer - Time.time) * (50 / coolDownDuration)));
             ui_attackIconCover.transform.localScale = new Vector3(1, ((coolDownTimer - Time.time) * 1 / coolDownDuration), 1);
         }
         else if (CanAttack() && ui_attackIconCover.IsActive())
         {
             ui_attackIconCover.gameObject.SetActive(false);
         }
     }
 }
Esempio n. 8
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 private bool GetColorComponent()
 {
     if (!colorCodeView)
     {
         if (root)
         {
             var ColorView = root.transform.FindChildRecursively("ColorCodeView");
             if (ColorView)
             {
                 ColorView.gameObject.SetActive(true);
                 colorCodeView = ColorView.GetComponent <RawImage>();
             }
         }
     }
     return(colorCodeView.IsActive());
 }
Esempio n. 9
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    private void Update()
    {
        c.r = 0;
        c.g = 0;
        c.b = 0;
        if (img.IsActive())
        {
            c.a          += Time.deltaTime;
            img.color     = c;
            audio.volume -= Time.deltaTime;
        }

        if (img.color.a >= 1f)
        {
            SceneManager.LoadScene(1);
        }
    }
Esempio n. 10
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    public void hitByBullet(Vector2 bulletPosition)
    {
        if (bloodTexDisp.IsActive() == false)
        {
            bloodTexDisp.gameObject.SetActive(true);
        }
        bloodAlphaVal += 0.3f;
        //bullet position to be converted so the camera gets moved in the direction of the bullets path
        //do math.abs(bul pos - pl pos)


        if (bloodAlphaVal > 0.8f)
        {
            bloodAlphaVal = 0.8f;
        }

        cameraRecoilOffset = transform.InverseTransformDirection(bulletPosition.normalized) * 3;
    }
Esempio n. 11
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        //Make sure to check for input before the minigame has started.
        private void Update()
        {
            bool nextScreen = InputManager.Instance.GetButton("nextScreen");

            //bool nextScreen = true;


            //Check for input to get rid of the tutorial screen.
            if ((nextScreen) && (LS_tutorialScreen.IsActive()) && (!LS_introScreen.enabled))
            {
                LS_tutorialScreen.enabled = false;
                //LS_tutStart.enabled = false;
                StartMinigame();
            }


            //Check for input to get rid of the tutorial screen.
            if ((nextScreen) && (LS_introScreen.IsActive()))
            {
                LS_introScreen.enabled = false;
                //LS_introStart.enabled = false;
            }
        }
Esempio n. 12
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    /*
     * Create an Atlas (improve performance, only one drawcall needed to show all images!)
     */
    private void createImagesAtlas(List <Texture2D> textures)
    {
        // Create the Atlas
        Texture2D atlas = new Texture2D(MaximumAtlasSize, MaximumAtlasSize);
        var       rects = atlas.PackTextures(textures.ToArray(), 10, MaximumAtlasSize);

        // Draw white margin (instead of transparent)
        for (var i = 0; i < atlas.width; i++)
        {
            for (var j = 0; j < atlas.height; j++)
            {
                var pixel = atlas.GetPixel(i, j);
                if (pixel == new Color(pixel.r, pixel.g, pixel.b, 0f)) //Transparent?
                {
                    atlas.SetPixel(i, j, Color.white);
                }
            }
        }
        atlas.Apply();

        // Used to see the Atlas
        if (DebugAtlas != null && DebugAtlas.IsActive())
        {
#if UNITY_EDITOR
            DebugAtlas.texture = atlas;
#else
            DebugAtlas.gameObject.SetActive(false);
#endif
        }

        // Then apply the atlas texture to
        for (var i = 0; i < draggableObjects.Count; i++)
        {
            ((DraggableImageObject)draggableObjects[i]).SetImage(atlas, new Rect(rects[i].x - AtlasMargin, rects[i].y - AtlasMargin, rects[i].width + AtlasMargin * 2, rects[i].height + AtlasMargin * 2));
        }
    }
Esempio n. 13
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        public void Update()
        {
            _arCoreLifeCycleManager.UpdateApplicationLifecycle();
            clickOnFloorTutorial.SetActive(!_portalCreated && !moreInfo.activeSelf && !pointDownTutorial.IsActive());
            if (_portalCreated)
            {
                return;
            }

            // If the player has not touched the screen, we are done with this update.
            Touch touch;

            if (Input.touchCount < 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began)
            {
                return;
            }

            // Should not handle input if the player is pointing on UI.
            if (EventSystem.current.IsPointerOverGameObject(touch.fingerId))
            {
                return;
            }

            // Raycast against the location the player touched to search for planes.
            const TrackableHitFlags rayCastFilter = TrackableHitFlags.PlaneWithinPolygon |
                                                    TrackableHitFlags.FeaturePointWithSurfaceNormal;

            if (!Frame.Raycast(touch.position.x, touch.position.y, rayCastFilter, out var hit))
            {
                return;
            }
            // Use hit pose and camera pose to check if hittest is from the
            // back of the plane, if it is, no need to create the anchor.
            if (hit.Trackable is DetectedPlane &&
                Vector3.Dot(FirstPersonCamera.transform.position - hit.Pose.position,
                            hit.Pose.rotation * Vector3.up) < 0)
            {
                Debug.Log("Hit at back of the current DetectedPlane");
            }
            else
            {
                // Choose the Andy model for the Trackable that got hit.
                var prefab = SpawnPrefab;
                if (hit.Trackable is FeaturePoint)
                {
                    return;
                }


                // Instantiate Andy model at the hit pose.
                var portal = Instantiate(prefab, hit.Pose.position, hit.Pose.rotation);

                // Compensate for the hitPose rotation facing away from the raycast (i.e.
                // camera).
                portal.transform.Rotate(0, k_ModelRotation, 0, Space.Self);

                // Create an anchor to allow ARCore to track the hitpoint as understanding of
                // the physical world evolves.
                var anchor = hit.Trackable.CreateAnchor(hit.Pose);

                // Make Andy model a child of the anchor.
                portal.transform.parent = anchor.transform;
                _portalCreated          = true;
            }
        }
Esempio n. 14
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    // Update is called once per frame
    void Update()
    {
        remainingFlowers = gardenController.GetComponent <gardenController>().gardenFlowers - currentFlower;

        //int tempo = gardenController.GetComponent<gardenController>().gardenFlowers;
        int tempo = 100;

        beesCreated.text   = gardenController.GetComponent <gardenController>().gardenBees - beeStack.Count + " bees fed";
        beesRemaining.text = beeStack.Count + " bees left";

        if (Input.touchCount > 0)
        {
            var touch = Input.GetTouch(0);
            if (touch.phase == TouchPhase.Began)
            {
                var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                ARPoint point          = new ARPoint {
                    x = screenPosition.x,
                    y = screenPosition.y
                };

                List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point,
                                                                                                                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent);
                if (hitResults.Count > 0)
                {
                    foreach (var hitResult in hitResults)
                    {
                        Vector3 position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                        //add createheight to the y below
                        placeLevel = new Vector3(position.x, position.y, position.z);

                        bool UIZ = IsPointerOverUIObject();
                        if (currentFlower < 1000 && !UIZ)
                        {
                            if (tapCount == 0)
                            {
                            }
                            alert.SetActive(false);
                            CreateBall(placeLevel, twoFlower);
                            currentFlower++;
                            Debug.Log("current flower: " + currentFlower + ", total bees: " + beeStack.Count + ", position:" + placeLevel.x + ", " + placeLevel.y + ", " + placeLevel.z);
                            tapCount++;
                            // + ", remaining flowers: "+remainingFlowers
                        }
                        else if (totalBees == currentFlowerType && popUp.IsActive() == false)
                        {
                            //

                            Debug.Log("SCENE RESET");
                            popUp2.gameObject.SetActive(true);
                        }
                        else if (keeper.Instance.currentGardenLevel == 4)
                        {
                            //

                            SceneManager.LoadScene("Beez");
                        }
                        else
                        {
                            Debug.Log("TRY AGAIN");
                        }

                        break;
                    }
                }
            }
        }
    }
Esempio n. 15
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    // Update is called once per frame
    void Update()
    {
        remainingFlowers   = gardenController.GetComponent <gardenController>().gardenFlowers - currentFlower + 1;
        beesCreated.text   = gardenController.GetComponent <gardenController>().gardenBees - beeStack.Count + " bees fed";
        beesRemaining.text = beeStack.Count + " bees left";

        /*
         * if (popUp.IsActive()==true){
         *      //
         *      Debug.Log("popup active? "+popUp.IsActive());
         * }
         */
        //Debug.Log("popup active? "+popUp.IsActive());

                #if UNITY_EDITOR   //we will only use this script on the editor side, though there is nothing that would prevent it from working on device
        if (Input.GetMouseButtonDown(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            //we'll try to hit one of the plane collider gameobjects that were generated by the plugin
            //effectively similar to calling HitTest with ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent
            if (Physics.Raycast(ray, out hit, maxRayDistance, collisionLayer))
            {
                //CreateBall (new Vector3 (hit.point.x, hit.point.y + createHeight, hit.point.z),);

                //we're going to get the position from the contact point
                Debug.Log(string.Format("x:{0:0.######} y:{1:0.######} z:{2:0.######}", hit.point.x, hit.point.y, hit.point.z));
            }
        }
                #else
        if (Input.touchCount > 0)
        {
            var touch = Input.GetTouch(0);
            if (touch.phase == TouchPhase.Began)
            {
                var     screenPosition = Camera.main.ScreenToViewportPoint(touch.position);
                ARPoint point          = new ARPoint {
                    x = screenPosition.x,
                    y = screenPosition.y
                };

                List <ARHitTestResult> hitResults = UnityARSessionNativeInterface.GetARSessionNativeInterface().HitTest(point,
                                                                                                                        ARHitTestResultType.ARHitTestResultTypeExistingPlaneUsingExtent);
                if (hitResults.Count > 0)
                {
                    foreach (var hitResult in hitResults)
                    {
                        Vector3 position = UnityARMatrixOps.GetPosition(hitResult.worldTransform);
                        //add createheight to the y below
                        placeLevel = new Vector3(position.x, createHeight, position.z);
                        Vector3 flowerLevel = new Vector3(placeLevel.x, 0, placeLevel.z);

                        flowerNum.text = remainingFlowers + " flowers left";


                        if (totalBees != 0 && popUp.IsActive() == false && currentFlower < remainingFlowers)
                        {
                            alert.SetActive(false);
                            CreateBall(flowerLevel, twoFlower);
                            currentFlower++;
                            Debug.Log("current flower: " + currentFlower + ", total bees: " + totalBees + ", remaining flowers: " + remainingFlowers);
                        }
                        else if (totalBees == 0 && popUp.IsActive() == false)
                        {
                            //
                            //alert.GetComponentInChildren<Text>().text = "You fed all the bees!";
                            Debug.Log("SCENE RESET");
                            SceneManager.LoadScene("Garden");
                        }
                        else if (keeper.Instance.currentGardenLevel == 4)
                        {
                            //

                            SceneManager.LoadScene("Beez");
                        }
                        else
                        {
                            Debug.Log("TRY AGAIN");
                        }

                        break;
                    }
                }
            }
        }
                #endif
    }
    // Update is called once per frame
    void Update()
    {
        if (passcode.IsActive())
        {
        }
        else
        {
            if (Input.GetKey("w") || Input.GetKey("s") /*|| Input.GetKey("a") || Input.GetKey("d")*/)
            {
                anim.SetBool("rolling", true);
                if (controller.isGrounded)
                {
                    if (speed < maxSpeed)
                    {
                        speed += acceleration;
                    }
                }
            }
            //        else if (Input.GetKey("a") || Input.GetKey("d"))
            //        {
            //            anim.SetBool("rolling", true);
            //        }
            else
            {
                anim.SetBool("rolling", false);
                if (controller.isGrounded)
                {
                    speed = baseSpeed;
                }
            }

            if (controller.isGrounded)
            {
                particleSys.Stop();
                gravity = 4.0f;
            }
            moveDirection = transform.forward * Input.GetAxis("Vertical") * speed;
            //float turn = Input.GetAxis ("Horizontal");
            //transform.Rotate (0, turn * turnSpeed * Time.deltaTime, 0);
            if (controller.isGrounded && Input.GetKeyDown("space"))
            {
                vertVel = jumpSpeed;
                gravity = 30f;
                particleSys.Play();
                if (Input.GetKey("left shift") && mentosJumpsLeft > 0)
                {
                    StartCoroutine(say("WAHOOOOO", 2));
                    mentosJumpsLeft -= 1;
                    vertVel         *= powerUpScalar;
                    if (powerUp && mentosJumpsLeft <= 0)
                    {
                        //Out of Mentos Jumps
                        powerUpScalar = 1;
                        powerUp.SetActive(true);
                        powerUp = null;
                    }
                    displayMentosText();
                }
            }
            vertVel        -= gravity * Time.deltaTime;
            moveDirection.y = vertVel;
            controller.Move(moveDirection * Time.deltaTime);
        }
    }
Esempio n. 17
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 void Start()
 {
     dp       = FindObjectOfType <DetailPanel>();
     gm       = FindObjectOfType <GameManager>();
     showNNet = NNetSprite.IsActive();
 }