private void Awake() { Cinema.GvrHead.trackPosition = false; Camera.main.transform.localPosition = Vector3.zero; SceneModel sceneModel = GlobalVariable.GetSceneModel(); bool isInteractable = (sceneModel != SceneModel.IMAXTheater && sceneModel != SceneModel.Drive); CinemaPanel.ChangeSceneStyle(isInteractable, false); switch (sceneModel) { case SceneModel.Drive: DriveModelQuadScreenTrans(); break; default: PlayerGameobjectControl.Instance.QuadScreen.transform.localPosition = ImaxQuadScreenPosition; PlayerGameobjectControl.Instance.QuadScreen.transform.localScale = ImaxQuadScreenScale; break; } PlayerGameobjectControl.Instance.HemisphereScreen.transform.localPosition = HemisphereScreenPosition; PlayerGameobjectControl.Instance.HemisphereScreen.transform.localScale = HemisphereScale; PlayerGameobjectControl.Instance.SphereScreen.transform.localPosition = OctahedronSphereScreenPosition; PlayerGameobjectControl.Instance.SphereScreen.transform.localScale = OctahedronSphereScale; //if (GvrViewer.Controller.Eyes.Length == 2) //{ // foreach (var item in GvrViewer.Controller.Eyes) // { // item.cam.clearFlags = CameraClearFlags.Depth; // } //} CameraMaskControl.GetInstance().HideMask(); }
private IEnumerator LoadScenesInOrder(string name) { // LoadSceneAsync() returns an AsyncOperation, // so will only continue past this point when the Operation has finished CameraMaskControl.GetInstance().ShowMask(); GameObject.FindGameObjectWithTag("CinemaUI").SetActive(false); yield return(SceneManager.LoadSceneAsync(name)); // as soon as we've finished loading the loading screen, start loading the game scene //yield return StartCoroutine(LoadSceneMain("Cinema")); }