/// <summary> /// Finds all the UI game objects and assigns them to a variable /// </summary> void FindAllGameObjects() { //We need to make refernces to various buttons/text game objects, but using GameObject.Find is inefficient if we do it every update. //Therefore, we assign variables to them and only use GameObject.Find once for each object in startup. navigationPanel = AuxFunctions.FindObject(gameObject, "NavigationPanel"); selectionPanel = AuxFunctions.FindObject(gameObject, "SelectionPanel"); //The Mode Selection Tab GUI Objects defaultSimulator = AuxFunctions.FindObject(gameObject, "DefaultSimulator"); mixAndMatchMode = AuxFunctions.FindObject(gameObject, "MixAndMatchMode"); simLoadField = AuxFunctions.FindObject(gameObject, "SimLoadField"); simLoadRobot = AuxFunctions.FindObject(gameObject, "SimLoadRobot"); simLoadReplay = AuxFunctions.FindObject(gameObject, "SimLoadReplay"); splashScreen = AuxFunctions.FindObject(gameObject, "LoadSplash"); errorScreen = AuxFunctions.FindObject(gameObject, "ErrorScreen"); graphics = AuxFunctions.FindObject(gameObject, "Graphics"); input = AuxFunctions.FindObject(gameObject, "Input"); settingsMode = AuxFunctions.FindObject(gameObject, "SettingsMode"); errorText = AuxFunctions.FindObject(errorScreen, "ErrorText").GetComponent <Text>(); simFieldSelectText = AuxFunctions.FindObject(defaultSimulator, "SimFieldSelectText"); simRobotSelectText = AuxFunctions.FindObject(defaultSimulator, "SimRobotSelectText"); AuxFunctions.FindObject(gameObject, "QualitySettingsText").GetComponent <Text>().text = QualitySettings.names[QualitySettings.GetQualityLevel()]; mixAndMatchModeScript = AuxFunctions.FindObject(gameObject, "MixAndMatchModeScript"); Debug.Log(mixAndMatchModeScript.ToString()); }
/// <summary> /// Updates Tank Drive Slider from MainMenu to the active Scene. /// </summary> public void OnEnable() { tankDriveSwitch = AuxFunctions.FindObject("TankDriveSwitch"); tankDriveSwitch.GetComponent <Slider>().value = InputControl.mPlayerList[InputControl.activePlayerIndex].isTankDrive ? 1 : 0; unitConversionSwitch = AuxFunctions.FindObject("UnitConversionSwitch"); unitConversionSwitch.GetComponent <Slider>().value = PlayerPrefs.GetString("Measure").Equals("Metric") ? 1 : 0; }
public override float ReturnOutput() { //Raycasting begins, draw a ray from emitter to the receiver Ray ray = new Ray(Emitter.transform.position, Emitter.transform.forward); BulletSharp.Math.Vector3 fromUltra = ray.origin.ToBullet(); BulletSharp.Math.Vector3 toCollider = ray.GetPoint(10).ToBullet(); Vector3 toColliderUnity = toCollider.ToUnity(); //Callback returns all hit point results in order to avoid non colliders interfere with the ray test AllHitsRayResultCallback raysCallback = new AllHitsRayResultCallback(fromUltra, toCollider); //Retrieves bullet physics world and does a ray test with the given coordinates and updates the callback object BPhysicsWorld world = BPhysicsWorld.Get(); world.world.RayTest(fromUltra, toCollider, raysCallback); List <BulletSharp.Math.Vector3> colliderPositions = raysCallback.HitPointWorld; BulletSharp.Math.Vector3 colliderPosition = BulletSharp.Math.Vector3.Zero; float distanceToCollider = 0; //Set the initial distance as the distance between emitter and receiver if (main != null && main.IsMetric) { distanceToCollider = sensorOffset; } else { distanceToCollider = AuxFunctions.ToFeet(sensorOffset); } //Loop through all hitpoints (exclude the origin), if there is at least one hitpoint less than the distance between two sensors, //something should block the beam between emitter and receiver foreach (BulletSharp.Math.Vector3 pos in colliderPositions) { if ((pos - fromUltra).Length < distanceToCollider && !pos.Equals(BulletSharp.Math.Vector3.Zero)) { distanceToCollider = (pos - fromUltra).Length; colliderPosition = pos; } } //Again if the line connects to the middle of the field nothing is blocking the beam Debug.DrawLine(fromUltra.ToUnity(), colliderPosition.ToUnity(), Color.blue); if (distanceToCollider < sensorOffset) { //Something is there state = "Broken"; return(1); } else { //Nothing in between state = "Unbroken"; return(0); } }
/// <summary> /// Change the sensor range /// </summary> /// <param name="distance"></param> /// <param name="isEditing"></param> public override void SetSensorRange(float distance, bool isEditing) { if (isEditing && !main.IsMetric) { distance = AuxFunctions.ToMeter(distance); } MaxRange = distance; }
// Use this for initialization void Start() { stateMachine = GameObject.Find("StateMachine"); canvas = GameObject.Find("Canvas"); cameraToolTip = GameObject.Find("TooltipText (9)"); orientWindow = AuxFunctions.FindObject(canvas, "OrientWindow"); resetDropdown = GameObject.Find("Reset Robot Dropdown"); isOrienting = false; }
/// <summary> /// Toggles between meter and feet measurements /// </summary> public void ToggleUnitConversion() { if (canvas != null) { unitConversionSwitch = AuxFunctions.FindObject(canvas, "UnitConversionSwitch"); int i = (int)unitConversionSwitch.GetComponent <Slider>().value; main.IsMetric = (i == 1 ? true : false); } }
/// <summary> /// Finds all the necessary UI elements that need to be updated/modified /// </summary> private void FindElements() { canvas = GameObject.Find("Canvas"); mixAndMatchPanel = AuxFunctions.FindObject(canvas, "MixAndMatchPanel"); multiplayerPanel = AuxFunctions.FindObject(canvas, "MultiplayerPanel"); simUI = StateMachine.Instance.gameObject.GetComponent <SimUI>(); }
// Use this for initialization void Start() { if (isInverted) { this.gameObject.SendMessage("MakePixelPerfect"); this.transform.localScale = new Vector3(-this.transform.localScale.x, this.transform.localScale.y, this.transform.localScale.z); GetComponent <UIWidget>().pivot = AuxFunctions.GetInversedPivot(GetComponent <UIWidget>().pivot); } }
public void TakeDamage(Transform enemy) { AuxFunctions.HitDirection hitDirection = AuxFunctions.ReturnDirection(enemy, transform); if (!playerControl.isInvulnerable) { anim.SetTrigger("angryHeadbob"); // Make sure the player can't jump. playerControl.jump = false; // Create a vector that's from the enemy to the player with an upwards boost. Vector3 hurtVectorVertical = transform.position - enemy.position + Vector3.up * 5f; Vector3 hurtVectorHorizontal; if (hitDirection == AuxFunctions.HitDirection.Left) { hurtVectorHorizontal = transform.position - enemy.position + Vector3.right * 5f; } else { hurtVectorHorizontal = transform.position - enemy.position + Vector3.left * 5f; } // Cancel prior velocities GetComponent <Rigidbody2D> ().velocity = new Vector3(0, 0, 0); if (playerControl.isGrounded == true) // Add a force to the player in the direction of the vector and multiply by the hurtForce. { GetComponent <Rigidbody2D> ().AddForce(hurtVectorVertical * hurtForceGrounded); GetComponent <Rigidbody2D> ().AddForce(hurtVectorHorizontal * hurtForceGrounded); } else { GetComponent <Rigidbody2D> ().AddForce(hurtVectorVertical * hurtForceAirborne); GetComponent <Rigidbody2D> ().AddForce(hurtVectorHorizontal * hurtForceAirborne); } // Reduce the player's health by 10. health -= damageAmount; if (health <= startingHealth / 2 && !isHurt) { isHurt = true; foreach (SpriteSwitch ss in GetComponents <SpriteSwitch>()) { ss.Switch(); } } lifeBar.UpdateHealthBar(health, true, isHurt); // Play random hurt clip PlayRandomSound(hurtSounds); } }
//Step #2 public override float ReturnOutput() { //Raycasting begins Ray ray = new Ray(gameObject.transform.position, transform.forward); BulletSharp.Math.Vector3 fromUltra = ray.origin.ToBullet(); BulletSharp.Math.Vector3 toCollider = ray.GetPoint(MaxRange).ToBullet(); Vector3 toColliderUnity = toCollider.ToUnity(); //Callback returns all hit point results in order to avoid non colliders interfere with the ray test AllHitsRayResultCallback raysCallback = new AllHitsRayResultCallback(fromUltra, toCollider); //Retrieves bullet physics world and does a ray test with the given coordinates and updates the callback object BPhysicsWorld world = BPhysicsWorld.Get(); world.world.RayTest(fromUltra, toCollider, raysCallback); //Gets the position of all hit points of the ray test List <BulletSharp.Math.Vector3> colliderPositions = raysCallback.HitPointWorld; BulletSharp.Math.Vector3 colliderPosition = BulletSharp.Math.Vector3.Zero; float distanceToCollider = MaxRange; //Loop through all hit points and get the shortest distance, exclude the origin since it is also counted as a hit point foreach (BulletSharp.Math.Vector3 pos in colliderPositions) { if ((pos - fromUltra).Length <= MaxRange && (pos - fromUltra).Length < distanceToCollider && !pos.Equals(BulletSharp.Math.Vector3.Zero)) { distanceToCollider = (pos - fromUltra).Length; colliderPosition = pos; } } //Draw a line to view the ray action //When the ray links to the middle of the field, it means the sensor is out of range Debug.DrawLine(fromUltra.ToUnity(), colliderPosition.ToUnity(), Color.green, 5f); //setting shortest distance of a collider to the maxRange, then if any colliders are closer to the sensor, //their distanceToCollider value becomes the new shortest distance float shortestDistance = MaxRange; if (!isMetric) { distanceToCollider = AuxFunctions.ToFeet(distanceToCollider); } //A check that might be useful in the future if use a bundle of rays instead of a single ray if (distanceToCollider < shortestDistance) { shortestDistance = distanceToCollider; } return(shortestDistance); }
/// <summary> /// Find ALL the GUI stuff needed for the sensor GUI to work /// </summary> private void FindElements() { canvas = GameObject.Find("Canvas"); simUI = gameObject.GetComponent <SimUI>(); sensorManager = GameObject.Find("SensorManager").GetComponent <SensorManager>(); dynamicCamera = GameObject.Find("Main Camera").GetComponent <DynamicCamera>(); toolkit = GameObject.Find("StateMachine").GetComponent <Toolkit>(); sensorOptionPanel = AuxFunctions.FindObject(canvas, "SensorOptionPanel"); sensorTypePanel = AuxFunctions.FindObject(canvas, "SensorTypePanel"); configureSensorButton = AuxFunctions.FindObject(canvas, "ConfigureSensorButton"); //For sensor option panel addSensorButton = AuxFunctions.FindObject(sensorOptionPanel, "AddNewSensor"); selectExistingButton = AuxFunctions.FindObject(sensorOptionPanel, "ConfigureExistingSensor"); cancelOptionButton = AuxFunctions.FindObject(sensorOptionPanel, "CancelButton"); sensorOptionToolTip = AuxFunctions.FindObject(sensorOptionPanel, "ToolTipPanel"); //For choosing sensor type addUltrasonicButton = AuxFunctions.FindObject(sensorTypePanel, "AddUltrasonic"); addBeamBreakerButton = AuxFunctions.FindObject(sensorTypePanel, "AddBeamBreaker"); addGyroButton = AuxFunctions.FindObject(sensorTypePanel, "AddGyro"); cancelTypeButton = AuxFunctions.FindObject(sensorTypePanel, "CancelButton"); //For Sensor position and attachment configuration configureSensorPanel = AuxFunctions.FindObject(canvas, "SensorConfigurationPanel"); changeSensorNodeButton = AuxFunctions.FindObject(configureSensorPanel, "ChangeNodeButton"); sensorConfigurationModeButton = AuxFunctions.FindObject(configureSensorPanel, "ConfigurationMode"); sensorNodeText = AuxFunctions.FindObject(configureSensorPanel, "NodeText").GetComponent <Text>(); cancelNodeSelectionButton = AuxFunctions.FindObject(configureSensorPanel, "CancelNodeSelectionButton"); deleteSensorButton = AuxFunctions.FindObject(configureSensorPanel, "DeleteSensorButton"); hideSensorButton = AuxFunctions.FindObject(configureSensorPanel, "HideSensorButton"); //For Sensor angle configuration sensorAnglePanel = AuxFunctions.FindObject(canvas, "SensorAnglePanel"); xAngleEntry = AuxFunctions.FindObject(sensorAnglePanel, "xAngleEntry"); yAngleEntry = AuxFunctions.FindObject(sensorAnglePanel, "yAngleEntry"); zAngleEntry = AuxFunctions.FindObject(sensorAnglePanel, "zAngleEntry"); showAngleButton = AuxFunctions.FindObject(configureSensorPanel, "ShowSensorAngleButton"); editAngleButton = AuxFunctions.FindObject(sensorAnglePanel, "EditButton"); //For range configuration sensorRangePanel = AuxFunctions.FindObject(canvas, "SensorRangePanel"); RangeEntry = AuxFunctions.FindObject(sensorRangePanel, "RangeEntry"); showRangeButton = AuxFunctions.FindObject(configureSensorPanel, "ShowSensorRangeButton"); editRangeButton = AuxFunctions.FindObject(sensorRangePanel, "EditButton"); rangeUnit = AuxFunctions.FindObject(sensorRangePanel, "RangeUnit").GetComponent <Text>(); lockPositionButton = AuxFunctions.FindObject(configureSensorPanel, "LockPositionButton"); lockAngleButton = AuxFunctions.FindObject(configureSensorPanel, "LockAngleButton"); lockRangeButton = AuxFunctions.FindObject(configureSensorPanel, "LockRangeButton"); showSensorButton = AuxFunctions.FindObject(canvas, "ShowOutputButton"); sensorOutputPanel = AuxFunctions.FindObject(canvas, "SensorOutputBorder"); robotCameraGUI = GameObject.Find("StateMachine").GetComponent <RobotCameraGUI>(); }
//Step #2 public override float ReturnOutput() { //Raycasting begins Ray ray = new Ray(gameObject.transform.position, transform.forward); BulletSharp.Math.Vector3 fromUltra = ray.origin.ToBullet(); BulletSharp.Math.Vector3 toCollider = ray.GetPoint(MaxRange).ToBullet(); Vector3 toColliderUnity = toCollider.ToUnity(); //Callback returns all hit point results in order to avoid non colliders interfere with the ray test AllHitsRayResultCallback raysCallback = new AllHitsRayResultCallback(fromUltra, toCollider); //Retrieves bullet physics world and does a ray test with the given coordinates and updates the callback object BPhysicsWorld world = BPhysicsWorld.Get(); world.world.RayTest(fromUltra, toCollider, raysCallback); //Gets the position of all hit points of the ray test List <BulletSharp.Math.Vector3> colliderPositions = raysCallback.HitPointWorld; BulletSharp.Math.Vector3 colliderPosition = BulletSharp.Math.Vector3.Zero; float distanceToCollider = MaxRange; if (main != null && main.IsMetric) { distanceToCollider = MaxRange; foreach (BulletSharp.Math.Vector3 pos in colliderPositions) { if ((pos - fromUltra).Length < MaxRange && !pos.Equals(BulletSharp.Math.Vector3.Zero)) { distanceToCollider = (pos - fromUltra).Length; colliderPosition = pos; } } } else { distanceToCollider = AuxFunctions.ToFeet(MaxRange); foreach (BulletSharp.Math.Vector3 pos in colliderPositions) { if (AuxFunctions.ToFeet((pos - fromUltra).Length) < distanceToCollider && !pos.Equals(BulletSharp.Math.Vector3.Zero)) { distanceToCollider = AuxFunctions.ToFeet((pos - fromUltra).Length); colliderPosition = pos; } } } //Draw a line to view the ray action //When the ray links to the middle of the field, it means the sensor is out of range Debug.DrawLine(fromUltra.ToUnity(), colliderPosition.ToUnity(), Color.green, 5f); return(distanceToCollider); }
/// <summary> /// Update the sensor output at the corresponding sensorOutputPanel /// </summary> public virtual void UpdateOutputDisplay() { GameObject outputPanel = GameObject.Find(gameObject.name + "_Panel"); if (outputPanel != null) { GameObject inputField = AuxFunctions.FindObject(outputPanel, "Entry"); inputField.GetComponent <InputField>().text = ReturnOutput().ToString(); } }
public void InitializeLocalValues() { //Navigation Values Canal = 0; Nivel = 0; EmpresaID = -1; GranjaID = -1; NucleoID = -1; GalponID = -1; SiloID = -1; //Get Scripts ServerScript = gameObject.GetComponent <ServerClass>(); GridScript = gameObject.GetComponent <GridClass>(); ThemeScript = gameObject.GetComponent <ThemeClass>(); WinManagerScript = gameObject.GetComponent <WindowManager>(); //Initialize Grids GridName = "Grid"; GridLocation = GameObject.Find("Grid"); GridCanales = GameObject.Find("GridCanales"); GridLocation.SetActive(false); //Channels Buttons GameObject.Find("Temas").transform.Find("Fondo").GetComponent <Button>().onClick.AddListener(() => GoToChannel("temas")); GameObject.Find("Indicadores").transform.Find("Fondo").GetComponent <Button>().onClick.AddListener(() => GoToChannel("indicadores")); GameObject.Find("Resumen").transform.Find("Fondo").GetComponent <Button>().onClick.AddListener(() => GoToChannel("resumen")); GameObject.Find("Temperatura").transform.Find("Fondo").GetComponent <Button>().onClick.AddListener(() => GoToChannel("temperatura")); //Debugging and navigation backBtn = GameObject.Find("back-btn").GetComponent <Button>(); backBtn.onClick.AddListener(() => JumpToComponent("menu")); empresaBtn = GameObject.Find("empresas-btn").GetComponent <Button>(); granjaBtn = GameObject.Find("granjas-btn").GetComponent <Button>(); nucleoBtn = GameObject.Find("nucleos-btn").GetComponent <Button>(); galponBtn = GameObject.Find("galpones-btn").GetComponent <Button>(); empresaImg = GameObject.Find("empresas-btn").GetComponent <Image>(); granjaImg = GameObject.Find("granjas-btn").GetComponent <Image>(); nucleoImg = GameObject.Find("nucleos-btn").GetComponent <Image>(); galponImg = GameObject.Find("galpones-btn").GetComponent <Image>(); enabledColor = AuxFunctions.ConvertColorRGBA(107.0f, 171.0f, 129.0f, 1.0f); disabledColor = AuxFunctions.ConvertColorRGBA(143.0f, 168.0f, 185.0f, 1.0f); empresaImg.color = disabledColor; granjaImg.color = disabledColor; nucleoImg.color = disabledColor; galponImg.color = disabledColor; empresaBtn.onClick.AddListener(() => JumpToComponent("empresa")); granjaBtn.onClick.AddListener(() => JumpToComponent("granja")); nucleoBtn.onClick.AddListener(() => JumpToComponent("nucleo")); }
/// <summary> /// Set the offset between emitter & receiver /// </summary> /// <param name="distance"></param> /// <param name="isEditing"></param> public override void SetSensorRange(float distance, bool isEditing = false) { //Convert the distance pass in as meter so the position of emitter & transmitter will be set properly if (isEditing && !main.IsMetric) { distance = AuxFunctions.ToMeter(distance); } Emitter.transform.localPosition = new Vector3(0, 0, -distance / 2); Receiver.transform.localPosition = new Vector3(0, 0, distance / 2); sensorOffset = distance; }
public override float GetSensorRange() { if (main.IsMetric) { return(MaxRange); } else { return(AuxFunctions.ToFeet(MaxRange)); } }
public override void UpdateOutputDisplay() { base.UpdateOutputDisplay(); GameObject outputPanel = GameObject.Find(gameObject.name + "_Panel"); if (outputPanel != null) { GameObject outputText = AuxFunctions.FindObject(outputPanel, "Text"); outputText.GetComponent <Text>().text = gameObject.name + " Output (1 closed)"; } }
/// <summary> /// Toggles between meter and feet measurements /// </summary> public void ToggleUnitConversion() { if (canvas != null) { unitConversionSwitch = AuxFunctions.FindObject(canvas, "UnitConversionSwitch"); int i = (int)unitConversionSwitch.GetComponent <Slider>().value; main.IsMetric = (i == 1 ? true : false); PlayerPrefs.SetString("Measure", i == 1 ? "Metric" : "Imperial"); //Debug.Log("Metric: " + main.IsMetric); } }
/// <summary> /// Disable the ruler /// </summary> private void DisableRuler() { ignoreClick = true; firstPoint = BulletSharp.Math.Vector3.Zero; usingRuler = false; rulerStartPoint.GetComponent <LineRenderer>().enabled = false; rulerStartPoint.SetActive(false); rulerEndPoint.SetActive(false); AuxFunctions.FindObject(canvas, "RulerStartButton").SetActive(true); AuxFunctions.FindObject(canvas, "RulerTooltipText").SetActive(false); }
public void ShowControlPanel(bool show) { if (show) { AuxFunctions.FindObject(canvas, "InputManagerPanel").SetActive(true); } else { AuxFunctions.FindObject(canvas, "InputManagerPanel").SetActive(false); } }
public void UpdateTankText() { if (Controls.IsTankDrive) { enableTankDriveText = AuxFunctions.FindObject(gameObject, "EnableTankDriveText").GetComponent <Text>(); enableTankDriveText.text = "Switch Arcade Drive"; } else { enableTankDriveText = AuxFunctions.FindObject(gameObject, "EnableTankDriveText").GetComponent <Text>(); enableTankDriveText.text = "Switch Tank Drive"; } }
// Use this for initialization protected void Start() { // Setup references // Get all enemies in this formation foreach (GameObject enemy in AuxFunctions.FindChildrenWithTag(transform.FindChild("Ships").transform, "Enemy")) { enemies.Add(enemy); } // Setup variables numOfEnemies = enemies.Count; initialNumOfEnemies = enemies.Count; }
public override void UpdateOutputDisplay() { GameObject outputPanel = GameObject.Find(gameObject.name + "_Panel"); if (outputPanel != null) { GameObject inputField = AuxFunctions.FindObject(outputPanel, "Entry"); inputField.GetComponent <InputField>().text = state; //Debug.Log(state); GameObject outputText = AuxFunctions.FindObject(outputPanel, "Text"); outputText.GetComponent <Text>().text = gameObject.name + " Output"; } }
/// <summary> /// Initiate ruler /// </summary> public void StartRuler() { usingRuler = true; rulerStartPoint.SetActive(true); AuxFunctions.FindObject(canvas, "RulerStartButton").SetActive(false); AuxFunctions.FindObject(canvas, "RulerTooltipText").SetActive(true); if (SimUI.changeAnalytics) { Analytics.CustomEvent("Used Ruler", new Dictionary <string, object> //for analytics tracking { }); } }
/// <summary> /// FInds all the gameobjects and stores them in variables for efficiency /// </summary> void Start() { canvas = GameObject.Find("Canvas"); multiplayerWindow = AuxFunctions.FindObject(canvas, "MultiplayerPanel"); addRobotWindow = AuxFunctions.FindObject(canvas, "AddRobotPanel"); for (int i = 0; i < robotButtons.Length; i++) { robotButtons[i] = AuxFunctions.FindObject(canvas, "Robot" + (i + 1) + "Button"); } simUI = StateMachine.Instance.gameObject.GetComponent <SimUI>(); highlight = AuxFunctions.FindObject(canvas, "HighlightActiveRobot"); }
private void ParseFavorites() { string[] items; items = FavoritesFromBD.Split(';'); int itemsLength = items.Length - 1; for (int i = 1; i < itemsLength; i++) { EmpresaFavFromBD = int.Parse(AuxFunctions.GetDataValue(items[i], "idempresa:")); GranjaFavFromBD = int.Parse(AuxFunctions.GetDataValue(items[i], "idgranja:")); NucleoFavFromBD = int.Parse(AuxFunctions.GetDataValue(items[i], "idnucleo:")); GalponFavFromBD = int.Parse(AuxFunctions.GetDataValue(items[i], "idgalpon:")); SiloFavFromBD = int.Parse(AuxFunctions.GetDataValue(items[i], "idsilo:")); } }
/// <summary> /// Clickeds the inside window. /// </summary> /// <returns><c>true</c>, if inside window was clickeded, <c>false</c> otherwise.</returns> public bool ClickedInsideWindow() { float mouseX = Input.mousePosition.x; float mouseY = Screen.height - Input.mousePosition.y; // Convert mouse coordinates to unity window positions coordinates foreach (OverlayWindow win in windows) { if ((win.Active && AuxFunctions.MouseInWindow(win.GetWindowRect())) || (mouseX < sidebarWidth && mouseY < GUI_SIDEBAR_PADDING_Y + sidebarHeight)) { return(true); } } return(false); }
public void StartGamepieceSpawn(int index) { if (definingRelease || definingIntake || addingGamepiece) { Debug.Log("User Error"); //Message Manager already dispatches error message to user } else if (settingSpawn == 0) { if (GameObject.Find(gamepieceNames[index]) != null) { if (spawnIndicator != null) { Destroy(spawnIndicator); } if (spawnIndicator == null) { spawnIndicator = Instantiate(AuxFunctions.FindObject(gamepieceNames[index]).GetComponentInParent <BRigidBody>().gameObject, new UnityEngine.Vector3(0, 3, 0), UnityEngine.Quaternion.identity); spawnIndicator.name = "SpawnIndicator"; Destroy(spawnIndicator.GetComponent <BRigidBody>()); if (spawnIndicator.transform.GetChild(0) != null) { spawnIndicator.transform.GetChild(0).name = "SpawnIndicatorMesh"; } Renderer render = spawnIndicator.GetComponentInChildren <Renderer>(); render.material.shader = Shader.Find("Transparent/Diffuse"); Color newColor = render.material.color; newColor.a = 0.6f; render.material.color = newColor; } spawnIndicator.transform.position = gamepieceSpawn[index]; settingSpawn = index + 1; DynamicCamera dynamicCamera = Camera.main.transform.GetComponent <DynamicCamera>(); lastCameraState = dynamicCamera.cameraState; dynamicCamera.SwitchCameraState(new DynamicCamera.SateliteState(dynamicCamera)); //MainState.ControlsDisabled = true; } else { UserMessageManager.Dispatch("You must define the gamepiece first!", 5f); } } else { FinishGamepieceSpawn(); //if already setting spawn, end editing process } }
private void ParseFavoritesFromBD() { string[] items; items = favoritesFromBD.Split(';'); int itemsLength = items.Length - 2; for (int i = 0; i <= itemsLength; i++) { IdEmpresaFav = int.Parse(AuxFunctions.GetDataValue(items[i], "idempresa:")); IdGranjaFav = int.Parse(AuxFunctions.GetDataValue(items[i], "idgranja:")); IdNucleoFav = int.Parse(AuxFunctions.GetDataValue(items[i], "idnucleo:")); IdGalponFav = int.Parse(AuxFunctions.GetDataValue(items[i], "idgalpon:")); IdSiloFav = int.Parse(AuxFunctions.GetDataValue(items[i], "idsilo:")); print(IdEmpresaFav + "/" + IdGranjaFav + "/" + IdNucleoFav + "/" + IdGalponFav + "/" + IdSiloFav); } }
/// <summary> /// Find all robot camera related GUI elements in the canvas /// </summary> public void FindGUIElements() { canvas = GameObject.Find("Canvas"); sensorManagerGUI = GameObject.Find("StateMachine").GetComponent <SensorManagerGUI>(); //For robot camera view window robotCameraView = Resources.Load("Images/RobotCameraView") as RenderTexture; robotCameraViewWindow = AuxFunctions.FindObject(canvas, "RobotCameraPanelBorder"); //For robot camera manager robotCameraListObject = GameObject.Find("RobotCameraList"); robotCameraManager = robotCameraListObject.GetComponent <RobotCameraManager>(); //For camera indicator if (CameraIndicator == null) { CameraIndicator = AuxFunctions.FindObject(robotCameraListObject, "CameraIndicator"); } showCameraButton = AuxFunctions.FindObject(canvas, "ShowCameraButton"); //For camera position and attachment configuration configureCameraPanel = AuxFunctions.FindObject(canvas, "CameraConfigurationPanel"); configureRobotCameraButton = AuxFunctions.FindObject(canvas, "CameraConfigurationButton"); changeCameraNodeButton = AuxFunctions.FindObject(configureCameraPanel, "ChangeNodeButton"); cameraConfigurationModeButton = AuxFunctions.FindObject(configureCameraPanel, "ConfigurationMode"); cameraNodeText = AuxFunctions.FindObject(configureCameraPanel, "NodeText").GetComponent <Text>(); cancelNodeSelectionButton = AuxFunctions.FindObject(configureCameraPanel, "CancelNodeSelectionButton"); //For camera angle configuration cameraAnglePanel = AuxFunctions.FindObject(canvas, "CameraAnglePanel"); xAngleEntry = AuxFunctions.FindObject(cameraAnglePanel, "xAngleEntry"); yAngleEntry = AuxFunctions.FindObject(cameraAnglePanel, "yAngleEntry"); zAngleEntry = AuxFunctions.FindObject(cameraAnglePanel, "zAngleEntry"); showAngleButton = AuxFunctions.FindObject(configureCameraPanel, "ShowCameraAngleButton"); editAngleButton = AuxFunctions.FindObject(cameraAnglePanel, "EditButton"); //For field of view configuration cameraFOVPanel = AuxFunctions.FindObject(canvas, "CameraFOVPanel"); FOVEntry = AuxFunctions.FindObject(cameraFOVPanel, "FOVEntry"); showFOVButton = AuxFunctions.FindObject(configureCameraPanel, "ShowCameraFOVButton"); editFOVButton = AuxFunctions.FindObject(cameraFOVPanel, "EditButton"); lockPositionButton = AuxFunctions.FindObject(configureCameraPanel, "LockPositionButton"); lockAngleButton = AuxFunctions.FindObject(configureCameraPanel, "LockAngleButton"); lockFOVButton = AuxFunctions.FindObject(configureCameraPanel, "LockFOVButton"); }