コード例 #1
0
ファイル: AkRoomPortal.cs プロジェクト: RonaaFunk/Zurlough
    private void FillRoomList(UnityEngine.Vector3 position, AkRoom.PriorityList list)
    {
        list.Clear();

        position = transform.TransformPoint(position);
        var colliders = UnityEngine.Physics.OverlapSphere(position, 0, -1, UnityEngine.QueryTriggerInteraction.Collide);

        foreach (var collider in colliders)
        {
            var room = collider.gameObject.GetComponent <AkRoom>();
            if (room != null && !list.Contains(room))
            {
                list.Add(room);
            }
        }
    }
コード例 #2
0
    public void UpdateOverlappingRooms()
    {
        AkRoom.PriorityList[] roomList = new AkRoom.PriorityList[] { new AkRoom.PriorityList(), new AkRoom.PriorityList() };

        FindOverlappingRooms(roomList);
        for (int i = 0; i < 2; i++)
        {
            if (!roomList[i].Contains(rooms[i]))
            {
                rooms[i] = roomList[i].GetHighestPriorityRoom();
            }
        }

        frontRoomID = (rooms[1] == null) ? AkRoom.INVALID_ROOM_ID : rooms[1].GetID();
        backRoomID  = (rooms[0] == null) ? AkRoom.INVALID_ROOM_ID : rooms[0].GetID();
    }
コード例 #3
0
    void FillRoomList(Vector3 center, Vector3 halfExtents, AkRoom.PriorityList list)
    {
        list.rooms.Clear();

        center = transform.TransformPoint(center);

        Collider[] colliders = Physics.OverlapBox(center, halfExtents, transform.rotation);

        foreach (var collider in colliders)
        {
            var room = collider.gameObject.GetComponent <AkRoom>();
            if (room != null && !list.Contains(room))
            {
                list.Add(room);
            }
        }
    }
コード例 #4
0
ファイル: AkRoomPortal.cs プロジェクト: Xenation/Architect
    private void FillRoomList(UnityEngine.Vector3 center, UnityEngine.Vector3 halfExtents, AkRoom.PriorityList list)
    {
        list.rooms.Clear();

        center = transform.TransformPoint(center);

        var colliders = UnityEngine.Physics.OverlapBox(center, halfExtents, transform.rotation, -1, UnityEngine.QueryTriggerInteraction.Collide);

        foreach (var collider in colliders)
        {
            var room = collider.gameObject.GetComponent <AkRoom>();
            if (room != null && !list.Contains(room))
            {
                list.Add(room);
            }
        }
    }