コード例 #1
0
ファイル: GrabRoboy.cs プロジェクト: soapinduty/OUI2
 /// <summary>
 /// Set reference to instances
 /// </summary>
 private void Start()
 {
     additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>();
     defaultPos           = this.transform.localPosition;
     defaultRot           = this.transform.localRotation;
     grab = this.GetComponent <SenseGlove_Grabable>();
 }
コード例 #2
0
 void Start()
 {
     cam                  = Camera.main;
     shipStats            = FindObjectOfType <ShipStats>();
     additiveSceneManager = FindObjectOfType <AdditiveSceneManager>();
     winSound             = false;
 }
コード例 #3
0
    /// <summary>
    /// Activates or deactivates the displays, depending on the current scene and if stereovision is active
    /// </summary>
    private void SetDisplaystate()
    {
        Scenes s = AdditiveSceneManager.GetCurrentScene();

        //if (currentScene == s)
        //{
        //    return;
        //}
        currentScene = s;

        inHUD = currentScene == Scenes.HUD;
        _leftPlane.SetActive(inHUD && animusManager.openModalitiesSuccess);
        _rightPlane.SetActive(stereovision && inHUD && animusManager.openModalitiesSuccess);
        if (!stereovision)
        {
            camRight.stereoTargetEye = StereoTargetEyeMask.None;

            camLeft.stereoTargetEye = StereoTargetEyeMask.Both;
        }
        else
        {
            camRight.stereoTargetEye = StereoTargetEyeMask.Right;

            camLeft.stereoTargetEye = StereoTargetEyeMask.Left;
        }
    }
コード例 #4
0
 private void SetThisAsSingleton()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
     DontDestroyOnLoad(gameObject);
 }
コード例 #5
0
    /// <summary>
    /// Set reference to instances.
    /// Load construct as initial state.
    /// </summary>
    void Start()
    {
        constructFXManager   = GameObject.FindGameObjectWithTag("ConstructFXManager").GetComponent <ConstructFXManager>();
        additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>();
        transitionManager    = GameObject.FindGameObjectWithTag("TransitionManager").GetComponent <TransitionManager>();

        leftSenseGlove  = GameObject.FindGameObjectWithTag("SenseGloveLeft");
        rightSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveRight");
        leftSenseGlove.SetActive(false);
        rightSenseGlove.SetActive(false);
        additiveSceneManager.ChangeScene(Scenes.CONSTRUCT, null, null, DelegateBeforeConstructLoad, DelegateAfterConstructLoad);
        currentState = States.Construct;
    }
コード例 #6
0
 private void Awake()
 {
     //Singleton pattern
     if (instance)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
         asm = FindObjectOfType <AdditiveSceneManager>();
     }
 }
コード例 #7
0
    private void Awake()
    {
        //Singleton pattern
        if (instance)
        {
            Destroy(gameObject);
        }
        else
        {
            instance = this;
        }

        ship    = FindObjectOfType <ShipStats>();
        tick    = FindObjectOfType <Tick>();
        asm     = FindObjectOfType <AdditiveSceneManager>();
        campMan = GetComponent <CampaignManager>();
    }
コード例 #8
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    private void SpawnContiguousScenes()
    {
        AdditiveSceneManager sm = FindObjectOfType <AdditiveSceneManager>();
        int currentSceneIdx     = sm.gameObject.scene.buildIndex;

        if (currentSceneIdx <= sm._bootSceneIdx + 1) //Only load next Scene
        {
            SceneManager.LoadSceneAsync(currentSceneIdx + 1, LoadSceneMode.Additive);
        }
        else if (currentSceneIdx >= SceneManager.sceneCountInBuildSettings - 1) //Only load previous Scene
        {
            SceneManager.LoadSceneAsync(currentSceneIdx - 1, LoadSceneMode.Additive);
        }
        else //Load both scenes
        {
            SceneManager.LoadSceneAsync(currentSceneIdx + 1, LoadSceneMode.Additive);
            SceneManager.LoadSceneAsync(currentSceneIdx - 1, LoadSceneMode.Additive);
        }
    }
コード例 #9
0
ファイル: StateManager.cs プロジェクト: Roboy/TeleportVR
    /// <summary>
    /// Set reference to instances.
    /// Load construct as initial state.
    /// </summary>
    void Start()
    {
        constructFXManager   = GameObject.FindGameObjectWithTag("ConstructFXManager").GetComponent <ConstructFXManager>();
        additiveSceneManager = GameObject.FindGameObjectWithTag("AdditiveSceneManager").GetComponent <AdditiveSceneManager>();
        transitionManager    = GameObject.FindGameObjectWithTag("TransitionManager").GetComponent <TransitionManager>();

        leftSenseGlove  = GameObject.FindGameObjectWithTag("SenseGloveLeft");
        rightSenseGlove = GameObject.FindGameObjectWithTag("SenseGloveRight");
        leftSenseGlove.SetActive(false);
        rightSenseGlove.SetActive(false);

        bioIks = FindObjectsOfType <BioIK.BioIK>();

        //additiveSceneManager.ChangeScene(Scenes.CONSTRUCT, null, null, DelegateBeforeConstructLoad, DelegateAfterConstructLoad);
        //currentState = States.Construct;
        additiveSceneManager.ChangeScene(Scenes.TRAINING, null, null, null, DelegateAfterTrainingLoad);
        currentState = States.Training;
        visitedStates.Add(States.Training);
    }
コード例 #10
0
    /// <summary>
    /// Sets the instance of the GameManager using the Singleton pattern.
    /// Finds the AdditiveSceneManager and sets it to additiveSceneManager.
    /// </summary>
    private void Awake()
    {
        // Singleton pattern that makes sure that there is only one GameManager
        if (instance)
        {
            Destroy(gameObject);
        }
        else
        {
            instance = this;
        }

        // Sets the reference to the AdditiveSceneManager in the active scene.
        additiveSceneManager = FindObjectOfType <AdditiveSceneManager>();

        // Sets the reference to the JobManager in the active scene
        jobManager = FindObjectOfType <JobManager>();

        ship = FindObjectOfType <ShipStats>();
    }
コード例 #11
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        /// <summary>
        /// Manage toastr timer.
        /// </summary>
        protected override void UpdateInClass()
        {
            // Check if hud is active to manage timer correctly.
            if (AdditiveSceneManager.CurrentSceneContainsHud())
            {
                if (IsToastrTemplateInQueue() && view != null)
                {
                    ToastrTemplate toastrToInstantiate = toastrToInstantiateQueue.Dequeue();
                    toastrActiveQueue.Enqueue(toastrToInstantiate);
                    ((ToastrView)view).CreateNewToastr(toastrToInstantiate);

                    if (toastrActiveQueue.Count == 1)
                    {
                        timer.SetTimer(toastrActiveQueue.Peek().toastrDuration, DestroyToastr);
                    }
                }

                if (toastrActiveQueue.Count != 0)
                {
                    timer.LetTimePass(Time.deltaTime);
                }
            }
        }
コード例 #12
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    // Start is called before the first frame update
    void Awake()
    {
        //Singleton pattern
        if (instance)
        {
            instance.myCanvas            = myCanvas;
            instance.cheatModeActiveText = cheatModeActiveText;
            instance.helpMenu            = helpMenu;

            instance.myCanvas.SetActive(false);
            instance.cheatModeActiveText.SetActive(instance.showingActiveText);
            instance.helpMenu.SetActive(instance.showingHelpMenu);

            Destroy(gameObject);
        }
        else
        {
            instance = this;
            DontDestroyOnLoad(gameObject);
        }

        es       = FindObjectOfType <EventSystem>();
        campMan  = FindObjectOfType <CampaignManager>();
        thisShip = FindObjectOfType <ShipStats>();
        jm       = FindObjectOfType <JobManager>();
        asm      = FindObjectOfType <AdditiveSceneManager>();

        //myCanvas.SetActive(false);

        cheatModeActiveText.SetActive(true);
        showingActiveText = true;

        helpMenu.SetActive(false);
        showingHelpMenu = false;

        inMinigameTest = false;
    }
コード例 #13
0
 private void Start()
 {
     additiveSceneManager = FindObjectOfType <AdditiveSceneManager>();
     returnButton.SetActive(false);
 }
コード例 #14
0
 private void Awake()
 {
     _sceneManager = transform.parent.gameObject.GetComponent <AdditiveSceneManager>();
 }
コード例 #15
0
ファイル: Manager.cs プロジェクト: minimallyexceptional/OGAM
 // Use this for initialization
 void Start()
 {
     AdditiveSceneManager.loadScene(1);
 }
コード例 #16
0
 public void onclick()
 {
     AdditiveSceneManager.unloadScene(1);
     AdditiveSceneManager.loadScene(2);
     AdditiveSceneManager.loadScene(3);
 }