Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (viveControllers.Length < 2 && !DummyScript.DummyCalibrated)
        {
            viveControllers = GameObject.FindGameObjectsWithTag("ViveController");
        }
        controllerPosition = transform.position;
        if ((trackerPosLastFrame.y - controllerPosition.y) < -0.005)
        {
            direction = TrackerMovement.Up;
        }
        else if ((trackerPosLastFrame.y - controllerPosition.y) > 0.005)
        {
            direction = TrackerMovement.Down;
        }
        else
        {
            direction = TrackerMovement.Still;
        }

        /*if (direction != TrackerMovement.Still)
         * {
         *  verticalVelocity = Vector3.Distance(controllerPosition, trackerPosLastFrame) / Time.deltaTime;
         * }
         * else
         * {
         *  verticalVelocity = 0;
         * }*/
    }
Esempio n. 2
0
    public void isAlive()
    {
        foreach (GameObject obs in enemies)
        {
            Rect obsRect    = new Rect(new Vector2(obs.transform.position.x - (obs.transform.localScale.x / 2), obs.transform.position.y - (obs.transform.localScale.y / 2)), new Vector2(obs.transform.localScale.x, obs.transform.localScale.y));
            Rect playerRect = new Rect(new Vector2(transform.position.x - (transform.localScale.x / 2), transform.position.y - (transform.localScale.y / 2)), new Vector2(transform.localScale.x, transform.localScale.y));
            if (obsRect.Overlaps(playerRect))
            {
                TrackerMovement eScript = (TrackerMovement)obs.GetComponent("TrackerMovement");
                if (eScript.active)
                {
                    transform.position = sPos;
                    restart();
                }
            }

            //Looping through the array of keys to set them as active
            foreach (GameObject go in keys)
            {
                go.SetActive(true);
            }

            //Setting all doors to be active
            foreach (GameObject go in doors)
            {
                go.SetActive(true);
            }
        }


        /*
         * foreach (GameObject obs in wallTraps)
         * {
         *  Rect obsRect = new Rect(new Vector2(obs.transform.position.x - (obs.transform.localScale.x / 2), obs.transform.position.y - (obs.transform.localScale.y / 2)), new Vector2(obs.transform.localScale.x, obs.transform.localScale.y));
         *  Rect playerRect = new Rect(new Vector2(transform.position.x - (transform.localScale.x / 2), transform.position.y - (transform.localScale.y / 2)), new Vector2(transform.localScale.x, transform.localScale.y));
         *  if (obsRect.Overlaps(playerRect))
         *  {
         *
         *  }
         * }
         * if (swapped == true)
         * {
         *  foreach (GameObject obs in flipTraps)
         *  {
         *      Rect obsRect = new Rect(new Vector2(obs.transform.position.x - (obs.transform.localScale.x / 2), obs.transform.position.y - (obs.transform.localScale.y / 2)), new Vector2(obs.transform.localScale.x, obs.transform.localScale.y));
         *      Rect playerRect = new Rect(new Vector2(transform.position.x - (transform.localScale.x / 2), transform.position.y - (transform.localScale.y / 2)), new Vector2(transform.localScale.x, transform.localScale.y));
         *      if (obsRect.Overlaps(playerRect))
         *      {
         *
         *      }
         *  }
         * }
         */
    }