public bool isGrabbed; //Check if this object is grabbed. Needed for joystick snap-back //Variables dictating how much the controlled object moves // Use this for initialization void Start() { isGrabbed = false; controller1Script = theHand1.GetComponent <ControllerGrabObject>(); controller2Script = theHand2.GetComponent <ControllerGrabObject>(); joystickStartPointScript = theJoystickStartPoint.GetComponent <JoystickStartTest>(); rb = GetComponent <Rigidbody>(); rb.freezeRotation = true; startPosOfJoystick = transform.position; subCraftPosition = theSubCraft.transform.position; minY = startPosOfJoystick.y; maxY = startPosOfJoystick.y; StartMin = new Vector3(minX, minY, minZ); StartMax = new Vector3(maxX, maxY, maxZ); minX = startPosOfJoystick.x - tolerance; maxX = startPosOfJoystick.x + tolerance; minZ = startPosOfJoystick.z - tolerance; maxZ = startPosOfJoystick.z + tolerance; currentPos = transform.position; //Position relative to sub craft //posToSubCraft = new Vector3(startPosOfJoystick.x - subCraftPosition.x, startPosOfJoystick.y - subCraftPosition.y, startPosOfJoystick.z - subCraftPosition.z); }
// Use this for initialization void Start() { pingPongSphereCollider = GetComponent <SphereCollider>(); //LeftHand = GameObject.FindWithTag("LeftHand"); CGO = LeftHand.GetComponent <ControllerGrabObject>(); }
void ShowInventory() { ControllerGrabObject cont = GetComponent <ControllerGrabObject>(); cont.ReleaseObject(); shownToSlot = new Dictionary <GameObject, InventorySlot>(); foreach (InventorySlot slot in inventory) { slot.slot.SetActive(true); if (slot.content == null) { continue; } GameObject prefab = slot.content; GameObject inst = Instantiate(prefab); inst.transform.parent = this.transform; inst.SetActive(true); inst.GetComponent <Rigidbody>().isKinematic = true; inst.GetComponent <Rigidbody>().useGravity = false; inst.layer = LayerMask.NameToLayer("Inventory Items"); inst.transform.position = slot.slot.transform.position; inst.transform.localScale *= objScale / inst.GetComponent <Renderer>().bounds.size.magnitude; inst.tag = "InventoryItem"; slot.shown = inst; shownToSlot.Add(inst, slot); } shown = true; }
void Awake() { if (ControllerGrabObject.Getinstance == null) { ControllerGrabObject.Getinstance = this; } trackedObj = GetComponent <SteamVR_TrackedObject>(); }
public void OnTriggerEnter(Collider other) { ControllerGrabObject controller = other.GetComponent <ControllerGrabObject>(); if (controller != null && water.WaterIsRising && hadPunishmentOnce == false) { hadPunishmentOnce = true; water.IncreaseWater(); } }
void Awake() { trackedObj = GetComponent <SteamVR_TrackedObject>(); cgo = this.GetComponent <ControllerGrabObject>(); Scene scene = SceneManager.GetActiveScene(); if (scene.name == "ObstacleCourse") { OBS = Course.GetComponent <ObstacleCourseSetup>(); } }
private void Start() { // make sure current index is 0 currMenuIndex = 0; // we disable all the colliders on the menu objects foreach (RubeObject o in objects) { ControllerGrabObject.ToggleColliders(o.menuPlaceholder, false); } // set the text SetUIText(objects[currMenuIndex].name, objects[currMenuIndex].count); // make sure the object menu spawns a little forward of the controller objectMenuUI.transform.localPosition = new Vector3(0f, 0f, 0.65f); }
// this function is used to spawn the object that is being shown on the menu (if active) private void SpawnCurrentMenuObject() { // check that we can spawn specific item if (objects[currMenuIndex].count > 0) { // Instantiate the prefab GameObject go = Instantiate(objects[currMenuIndex].prefab, objectMenuUI.transform.position, objectMenuUI.transform.rotation); // turn on the colliders ControllerGrabObject.ToggleColliders(go, true); // decrement the count objects[currMenuIndex].count--; // set the text SetUIText(objects[currMenuIndex].name, objects[currMenuIndex].count); } }
public void OnTriggerEnter(Collider other) { ControllerGrabObject controller = other.GetComponent <ControllerGrabObject>(); if (controller != null && water.WaterIsRising) { silverKey.SetActive(true); Debug.Log(silverKeySpawnpoint.transform.position); //moves the silverKey to the spawnpoint position silverKey.transform.position = silverKeySpawnpoint.transform.position; } /* * if (controller != null && water.WaterIsRising && controller.triggerPressed) * { * silverKey.SetActive(true); * Debug.Log(silverKeySpawnpoint.transform.position); * //moves the silverKey to the spawnpoint position * silverKey.transform.position = silverKeySpawnpoint.transform.position; * }*/ }
void Awake() { trackedObj = GetComponent <SteamVR_TrackedObject>(); cgo = this.GetComponent <ControllerGrabObject>(); }
private void Start() { controllerGrabObject = gameObject.GetComponent <ControllerGrabObject>(); }
void Start() { menuController = FindObjectOfType <MenuController>(); grabber = GetComponent <ControllerGrabObject>(); }
void Start() { menu = leftController.GetComponent <Menu>(); cGOL = leftController.GetComponent <ControllerGrabObject>(); cGOR = rightController.GetComponent <ControllerGrabObject>(); }