コード例 #1
0
    IEnumerator Death()
    {
        PostProcessControl.PostExposureFade(-10, .01f);
        yield return(new WaitForSeconds(2f));

        GameManager.NextScene();
    }
コード例 #2
0
    public static IEnumerator MoveToIntroScene()
    {
        PostProcessControl.PostExposureFade(-10, .025f);
        GlobalAudio.GlobalAudioFadeOut();
        yield return(new WaitForSeconds(1.5f));

        //DeacivateIntro();
        //PostProcessControl.PostExposureFade(-10, 0, .025f);
        //_escapeHouseText.SetActive(true);
        _sceneToLoad.SetActive(true);
    }
コード例 #3
0
    public void CloseInventory()
    {
        PostProcessControl.PostExposureFade(_exposureInventoryOff, _exposureFadeSpeed);
        //PostProcessControl.DOFFade(_focalLengthInventoryOff, _focusDistanceInventoryOff, _focalLengthFadeSpeed, _focusDistanceFadeSpeed);

        //print("closing inventory");
        _isInventoryOpen = false;
        _inventoryObj.SetActive(false);
        PlaceItemsInInventory(true, false);
        //ShowInventoryItems(false);
        _firstPressUp = false;
    }
コード例 #4
0
    void Update()
    {
        //if (_trackedObj.gameObject.activeInHierarchy)
        //{
        //    _device = SteamVR_Controller.Input((int)_trackedObj.index);
        //}

        if (PlayerScript._deviceDominant.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad) && !_isInventoryOpen)
        {
            _isInventoryOpen = true;
            //CheckInventoryItemPlacement();
            _inventoryObj.SetActive(true);
            //ShowInventoryItems(true);
            PostProcessControl.PostExposureFade(_exposureInventoryOn, _exposureFadeSpeed);
            //PostProcessControl.DOFFade(_focalLengthInventoryOn, _focusDistanceInventoryOn, _focalLengthFadeSpeed, _focusDistanceFadeSpeed);
            HapticFeedback.HapticAmount(500, true, false);
            PlaceItemsInInventory(false, true);
            CheckHandModelVisibility();
            //_handModelObj.gameObject.SetActive(true);

            //if (_inHandObj != null)
            //{
            //    _inHandObj.SetActive(false);
            //    _hasItemInHand = false;
            //}
        }

        if (_isInventoryOpen)
        {
            OpenInventory();
        }

        //if (_hasItemInHand)
        //{
        //    _inHandObj.transform.position = Vector3.Lerp(_inHandObj.transform.position, transform.position, Time.deltaTime * 12f);
        //    _inHandObj.transform.rotation = Quaternion.Slerp(_inHandObj.transform.rotation, transform.rotation, Time.deltaTime * 12f);
        //} else
        //{
        //    foreach (var slot in _inventorySlots)
        //    {
        //        if (slot.hasItemInHand)
        //        {
        //            PutInInventory(slot);
        //        }
        //    }
        //}
    }