private static Bike MountCrankToBike(Bike bike, Crank crank) { if (bike.BikeType == crank.BikeType) { bike.Crank = crank; } return(bike); }
private void Start() { if (mirrorToRotate != null) { mirrorTransform = mirrorToRotate.transform; } if (crankAssociated != null) { m_crankAssociated = crankAssociated.GetComponent <Crank>(); } }
static void Main(string[] args) { var mtbCrank = new Crank { Weight = 922, BikeType = BikeTypes.MTB, Model = "XY256", NumberOfDiscs = 3, TypeOfMount = "Octalink" }; var mtbBike = new Bike() { BikeType = BikeTypes.MTB }; var updatedBike = MountCrankToBike(mtbBike, mtbCrank); }
private void OnTriggerEnter(Collider other) { Crank otherCrank = other.GetComponentInParent <Crank>(); if (otherCrank != null && otherCrank.IsGrabbed) { // Attach the crank and start updating the progression. crank = other.GetComponentInParent <Crank>(); crank.UseAsCrank(Valve.VR.InteractionSystem.CircularDrive.Axis_t.ZAxis); crank.transform.position = transform.TransformPoint(attachCollider.center); StartCoroutine(UpdateProgression()); // Call event. if (HasCrank != null) { HasCrank(); } } }
void Update() { // Exit Sample if (Input.GetKey(KeyCode.Escape)) { SceneManager.LoadScene("MainMenuScene"); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } //selection handling if (m_isManipulating) { Cursor.lockState = CursorLockMode.None; } if (Input.GetMouseButtonDown(0)) { if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out RaycastHit hit)) { if (hit.collider.GetComponent <Valve>()) { m_selectedValve = hit.collider.GetComponent <Valve>(); m_selectedValve.Select(); m_isManipulating = true; } else if (hit.collider.GetComponent <Crank>()) { m_selectedCrank = hit.collider.GetComponent <Crank>(); m_selectedCrank.Select(); m_isManipulating = true; } else if (hit.collider.GetComponent <Switch>()) { hit.collider.GetComponent <Switch>().Activate(); } } } if (Input.GetMouseButtonUp(0)) { if (m_selectedValve) { m_isManipulating = false; m_selectedValve.Deselect(); Cursor.lockState = CursorLockMode.Locked; } if (m_selectedCrank) { m_isManipulating = false; m_selectedCrank.Deselect(); Cursor.lockState = CursorLockMode.Locked; } } if (!m_isManipulating) { var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; } // Translation var translation = GetInputTranslationDirection() * Time.deltaTime; // Speed up movement when shift key held if (Input.GetKey(KeyCode.LeftShift)) { translation *= 10.0f; } // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) boost += Input.mouseScrollDelta.y * 0.2f; translation *= Mathf.Pow(2.0f, boost); m_TargetCameraState.Translate(translation); // Framerate-independent interpolation // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); m_InterpolatingCameraState.UpdateTransform(transform); }