コード例 #1
0
ファイル: OverlayLib.cs プロジェクト: hakanaku2009/svn-dump
        /// <summary>
        /// Creates the render flags
        /// </summary>
        public void CreateFlags()
        {
            //Create Flags
            mFlags = OverlayFlags.Show;

            //Create Effects
            mEffects = new Microsoft.DirectX.DirectDraw.OverlayEffects();
        }
コード例 #2
0
    public void CheckCorrect(Texture2D sourceTexture)
    {
        if (Application.isEditor)
        {
            byte[] bytes = sourceTexture.EncodeToPNG();
            File.WriteAllBytes(Application.dataPath + "/Rendering/textures/test.png", bytes);
        }

        Image <Bgr, byte>   sourceImage = ImageHelper.ToImage(sourceTexture);
        Image <Gray, float> result      = new Image <Gray, float> (257 - templateImage.Width, 257 - templateImage.Height);

        Emgu.CV.CvInvoke.MatchTemplate(sourceImage, templateImage, result, TemplateMatchingType.CcorrNormed, mask);
        double[] minValues, maxValues;
        Point[]  minLocations, maxLocations;
        result.MinMax(out minValues, out maxValues, out minLocations, out maxLocations);
        print(maxValues [0] + " " + maxLocations [0]);
        if (maxValues [0] > accuracy)
        {
            solved = true;
            gameObject.transform.Find("whole").gameObject.SetActive(true);
            string levelName   = "Level" + (SceneManager.GetActiveScene().buildIndex - 1);
            float  currentTime = Time.time - startTime;
            if (!PlayerPrefs.HasKey(levelName))
            {
                PlayerPrefs.SetFloat(levelName, currentTime);
            }
            else if (PlayerPrefs.GetFloat(levelName) > currentTime)
            {
                PlayerPrefs.SetFloat(levelName, currentTime);
                OverlayEffects.ShowTime("New best time! " + formatTime(currentTime));
            }
            else
            {
                OverlayEffects.ShowTime(formatTime(currentTime) + "\nBest time: " + formatTime(PlayerPrefs.GetFloat(levelName)));
            }
            PlayerPrefs.Save();
            //sender.SendTime (levelName, currentTime);
            if (Application.isEditor)
            {
                RotRememberer.WriteString(gameObject);
            }
            StartCoroutine("NextLevel");
        }
    }
コード例 #3
0
 // Use this for initialization
 private void Start()
 {
     CharacterController = GetComponent <CharacterController> ();
     Camera                 = GetComponentInChildren <Camera> ();
     Camera.enabled         = true;
     FOV                    = Camera.fieldOfView;
     OriginalCameraPosition = Camera.transform.localPosition;
     FovKick.Setup(Camera);
     HeadBob.Setup(Camera, StepInterval);
     StepCycle          = 0f;
     NextStep           = StepCycle / 2f;
     Jumping            = false;
     WasHoldingHoldDown = false;
     WasHoldingRDown    = false;
     RotateMode         = false;
     AudioSource        = GetComponent <AudioSource> ();
     MouseLook.Init(transform, Camera.transform);
     OriginalSpeed = WalkSpeed;
     overlayEffect = GameObject.FindGameObjectWithTag("Overlay").GetComponentInChildren <OverlayEffects> (true);
 }
コード例 #4
0
ファイル: Overlay.cs プロジェクト: Deadknight/GearCamChat
		/// <summary>
		/// Creates the render flags
		/// </summary>
		public void CreateFlags() {
			//Create Flags
			{
				m_Flags = OverlayFlags.Show;

				if (AlphaEnabled) {
					m_Flags |= OverlayFlags.Effects | OverlayFlags.KeySourceOverride;
				}
			}

			//Create Effects
			{
				m_Effects = new OverlayEffects();

				//Transparency
				if (AlphaEnabled) {
					ColorKey key = new ColorKey();
					key.ColorSpaceHighValue = key.ColorSpaceLowValue = 0; //Make Black (0,0,0) transparent
					m_Effects.DestinationColorKey = key;
				}
			}
		}
コード例 #5
0
ファイル: MovablePiece.cs プロジェクト: kerstinakke/baka
    public override bool LetGo()
    {
        myCollider.gameObject.layer = LayerMask.NameToLayer("Default");
        //print (WithinLimits (posError) + " " + correctPos + " " + transform.position);
        bool posCorrect = false;
        bool rotCorrect = false;

        if (WithinLimits(posError))
        {
            transform.position = correctPos;
            audioSource.Play();
            posCorrect = true;
        }
        if (RotWithinLimits(rotError))
        {
            rotCorrect = true;
        }
        if ((posCorrect || rotCorrect) && !(posCorrect && rotCorrect))
        {
            OverlayEffects.halfCorrect();
        }
        return(posCorrect || rotCorrect);
    }
コード例 #6
0
 // Update is called once per frame
 void Update()
 {
     if (!solved)
     {
         if (!levelBeacon.GetActive())
         {
             return;
         }
         bool focus = Input.GetKey(KeyCode.F);
         if (focus && !wasFocus)               //do once after f is pressed
         {
             levelBeacon.SetCameraActive(true);
             StartCoroutine(levelBeacon.TakePicture(this));
         }
         else if (!focus && wasFocus)                //do once after release
         {
             levelBeacon.SetCameraActive(false);
             FPCamera.enabled = true;
         }
         wasFocus = focus;
         OverlayEffects.ShowTime(formatTime(Time.time - startTime));
     }
 }
コード例 #7
0
ファイル: OverlayEffects.cs プロジェクト: kerstinakke/baka
	void Start ()
	{
		timeText = transform.Find ("Time").GetComponent<Text> ();
        instance = this;
	}
コード例 #8
0
ファイル: OverlayLib.cs プロジェクト: GodLesZ/svn-dump
		/// <summary>
		/// Creates the render flags
		/// </summary>
		public void CreateFlags() {
			//Create Flags
			mFlags = OverlayFlags.Show;

			//Create Effects
			mEffects = new Microsoft.DirectX.DirectDraw.OverlayEffects();
		}