public void GoToVertex(ViewPointMeshVertex target)
 {
     Debug.Log ("Setting vert to " + target.transform.position.ToString());
     vert = target;
     targetPosition = target.transform.position;
     targetRotation = target.transform.rotation;
 }
 public void GoToVertex(ViewPointMeshVertex target)
 {
     vert = target;
     targetPosition = target.transform.position;
     targetRotation = target.transform.rotation;
     targetDepthOfField = target.isCloseToObjects ? closeDepthOfField : farDepthOfField;
 }
    public ViewPointMeshVertex ClosestMatch(ViewPointMeshVertex vert)
    {
        ViewPointMeshVertex bestBet = vert;

        /* camPositions are all relative to the transform of the mesh builder,
         * so do the opposite to the vertex that we are trying to find a close
         * match for
         */

        Vector3 pos;

        if (meshBuilt) {
            pos = vert.transform.position - transform.position;
            float bestDistance = 10000f;
            float dis;
            for (int i = 0; i < levels; i++) {
                for (int j = 0; j < columns; j++) {
                    dis = (camPositions[i,j] - pos).magnitude;
                    if (dis < bestDistance) {
                        bestDistance = dis;
                        bestBet = builtMeshVertices[i,j];
                    }
                }
            }
        } else {
            pos = vert.transform.position;
            float bestDistance = 10000f;
            float dis;
            foreach (ViewPointMeshVertex v in GetComponentsInChildren<ViewPointMeshVertex>()) {
                dis = (v.transform.position - pos).magnitude;
                if (dis < bestDistance) {
                    bestDistance = dis;
                    bestBet = v;
                }
            }
        }

        return bestBet;
    }
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 public void EngageStoryMode()
 {
     normalModeVertex = controller.activeVertex;
     normalModeFOV = controller.cameraZoom.GetZoom();
     foreach(InspectionPointController ipc in GameObject.FindObjectsOfType<InspectionPointController>())
         ipc.Hide();
     storyModeIndicator.SetActive (true);
     storyMode = StoryMode.STOPPED;
     activeWaypointIndex = -1;
     EnterNextWaypoint();
 }
    private void ChangeActiveViewPointMesh(int newMeshIndex, ViewPointMeshVertex startVertex)
    {
        if (newMeshIndex < 0 || newMeshIndex >= viewPointMeshes.Length) {
            Debug.Log("Invalid mesh index supplied: " + newMeshIndex);
            return;
        }

        ActivateViewPointMeshVertex (startVertex);

        currentViewPointMesh = newMeshIndex;
    }
    private void ActivateViewPointMeshVertex(ViewPointMeshVertex vert)
    {
        foreach (GameObject cam in userCameras) {
            cam.GetComponent<ViewPointMeshCameraController>().GoToVertex(vert);
        }

        currentVertex = vert;
    }
 public void SetVertexVariables(ViewPointMeshVertex target)
 {
     if (associatedLabels != null) target.associatedLabels = associatedLabels;
     if (associatedInspectionPoints != null) target.associatedInspectionPoints = associatedInspectionPoints;
     if (associatedLabelParent != null) target.associatedLabelParent = associatedLabelParent;
     target.informationContent = informationContent;
     target.isCloseToObjects = isCloseToObjects;
     target.lessZoomedBuilder = lessZoomedBuilder;
     target.entryByZoomFieldOfView = entryByZoomFieldOfView;
     target.moreZoomedBuilder = moreZoomedBuilder;
     target.exitByZoomFieldOfView = exitByZoomFieldOfView;
 }
Esempio n. 8
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 private void ActivateVertexNow(ViewPointMeshVertex vert, bool openInfo)
 {
     OnBeforeChangeVertex();
     activeVertex = vert;
     meshSystemCameraController.GoToVertex(activeVertex);
     if (openInfo) {
         if (activeVertex.informationContent != InformationContent.NONE) {
             ActivateInformationContent(activeVertex.informationContent);
         }
     }
     ActivateAssociatedLabels();
     OnAfterChangeVertex();
 }
Esempio n. 9
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 /*****************************
 // PUBLIC GAME FUNCTIONS	*/
 public void ActivateVertex(ViewPointMeshVertex vert, bool openInfo = true)
 {
     if (!updating) {
         vertexTargets.Enqueue (vert);
         vertexTargets.Enqueue (openInfo);
     } else {
         ActivateVertexNow(vert,openInfo);
     }
 }