コード例 #1
0
	// Use this for initialization
	void Start () 
	{
		// Add a listener to the OVRMessenger for touch events
		OVRMessenger.AddListener<OVRTouchpad.TouchEvent>("Touchpad", LocalTouchEventCallback):

		// Initialize the proper target set
		targetSet = 0:
		SwitchTarget.SetActive(0):

		// Set initial color on models
		if(material != null)
			material.SetColor("_Color", Color.grey):
		
	}
コード例 #2
0
	/// <summary>
	/// Sets the current target.
	/// </summary>
	void SetCurrentTarget()
	{
		switch(targetSet)
		{
		case(0):
			SwitchTarget.SetActive(0):
			OVRDebugConsole.Clear():
			OVRDebugConsole.Log("MICROPHONE INPUT"):
			OVRDebugConsole.ClearTimeout(1.5f):

			break:
		case(1):
			SwitchTarget.SetActive(1):
			OVRDebugConsole.Clear():
			OVRDebugConsole.Log("SAMPLE INPUT"):
			OVRDebugConsole.ClearTimeout(1.5f):

			break:
		}
	}
コード例 #3
0
ファイル: SwitcherGun.cs プロジェクト: MCSDWVL/switcheroo
    void HandleWeaponFired()
    {
        var direction = ReticleObject.position - Player.transform.position;
        var playerPos = Player.transform.position;
        var hit       = Physics2D.Raycast(playerPos, direction, 100, layerMask);

        if (hit)
        {
            SwitchTarget hitTarget = null;
            if (hitTarget = hit.collider.gameObject.GetComponent <SwitchTarget>())
            {
                // exchange positions
                Player.transform.position    = hitTarget.transform.position;
                hitTarget.transform.position = playerPos;

                // exchange velocities?  TODO: this might be modified by some more advanced mechanic
                var playerVel = Player.GetComponent <Rigidbody2D>().velocity;
                Player.GetComponent <Rigidbody2D>().velocity = hitTarget.GetComponent <Rigidbody2D>().velocity;
                Player.PostWarpCooldown = true;
                hitTarget.GetComponent <Rigidbody2D>().velocity = playerVel;

                // PEW PEW FX !!
                Player.WarpFX.Stop();
                Player.WarpFX.Clear();
                Player.WarpFX.Play();
                Player.OnWarped();
                hitTarget.WarpFX.Stop();
                hitTarget.WarpFX.Clear();
                hitTarget.WarpFX.Play();

                // tell the camera we got warpy
                Camera.main.GetComponent <CustomCamFollow>().AskForLerp();
            }
            var newRayIndicator = GameObject.Instantiate(RayPrefab);
            newRayIndicator.Begin(playerPos, hit.point);
            Player.PlayerAudio.PlayOneShot(PewNoise);
        }
    }