Esempio n. 1
0
 /// <summary>
 /// Simply swaps between what movement logic you want to use.
 /// <see cref="Utility.eMovementType.BOBBING"/>,
 ///  <para>Represents Bobbing Logic.</para>
 /// <see cref="Utility.eMovementType.PULLEY"/>,
 ///  <para>Represents Pulley Logic.</para>
 /// <see cref="Utility.eMovementType.ARM_SWING"/>
 ///  <para>Represents Arm Swing Logic.</para>
 /// <param name="a_newType">What movement type do you want to switch to?</param>
 /// </summary>
 public void SwapMovement(Utility.eMovementType a_newType)
 {
     Utility.eMovementType prevType = m_movementType;
     m_movementType = a_newType;
     disableInactiveMovement(prevType, a_newType);
     Debug.Log("Swapping to" + a_newType);
 }
Esempio n. 2
0
        /// <summary>
        /// Looks at your previous movement type and new movement type, and disables and enables the correct component.
        /// </summary>
        /// <param name="a_previousMove">The previous movement type</param>
        /// <param name="a_newMove">The movement type you are changing to</param>
        private void disableInactiveMovement(Utility.eMovementType a_previousMove, Utility.eMovementType a_newMove)
        {
            switch (a_previousMove)
            {
            case Utility.eMovementType.ARM_SWING: m_asMovement.enabled = false;  break;

            case Utility.eMovementType.BOBBING:   m_hbMovement.enabled = false;  break;

            case Utility.eMovementType.PULLEY:    m_pMovement.enabled = false; m_pMovement.ResetValues(); break;
                //DEVELOPER: you know what to do!
            }
            switch (a_newMove)
            {
            case Utility.eMovementType.ARM_SWING: m_asMovement.enabled = true;   break;

            case Utility.eMovementType.BOBBING:   m_hbMovement.enabled = true;   break;

            case Utility.eMovementType.PULLEY:    m_pMovement.enabled = true;   break;
                //DEVELOPER: you know what to do!
            }
        }
Esempio n. 3
0
 /// <summary>
 /// Auto detects your initial movement setup based on the settings used to setup your custom loco VR rig.
 /// </summary>
 private void AutoDetectCurrentMovement()
 {
     if (m_hbMovement.enabled)
     {
         m_movementType = Utility.eMovementType.BOBBING;
         Debug.Log("Bob movement detected... SETTING IT UP FOR YOU!");
     }
     else if (m_asMovement.enabled)
     {
         m_movementType = Utility.eMovementType.ARM_SWING;
         Debug.Log("Arm Swing movement detected... SETTING IT UP FOR YOU!");
     }
     else if (m_pMovement.enabled)
     {
         m_movementType = Utility.eMovementType.PULLEY;
         Debug.Log("Pulley movement detected... SETTING IT UP FOR YOU!");
         //DEVELOPER: add an elseif for this logic to allow for autodetect on your movement
     }
     else
     {
         Debug.LogError("Your VR rig has not been setup properly! no movement types are enabled!");
     }
 }