private Quaternion returnRotLeft, returnRotRight, initialRotBody; // For resetting rotation void Start() { view = FindObjectOfType <BodyCam>(); ted = FindObjectOfType <Teddy>(); anim = ted.GetComponent <Animator>(); rigid = ted.GetComponent <Rigidbody>(); leftEye = FindObjectOfType <TeddyLeftEye>(); rightEye = FindObjectOfType <TeddyRightEye>(); leftEyeColl = leftEye.GetComponent <Collider>(); rightEyeColl = rightEye.GetComponent <Collider>(); leftEyeRigid = leftEye.GetComponent <Rigidbody>(); rightEyeRigid = rightEye.GetComponent <Rigidbody>(); headd = GameObject.Find("head"); mainOverlay.enabled = false; // mainOverlay is used for special screens, like loading, static, and jamming; off at start topRightInsert.enabled = false; // Picture within picture is off at start leftEyeColl.enabled = false; rightEyeColl.enabled = false; leftEyeRigid.isKinematic = true; rightEyeRigid.isKinematic = true; view.bodyCamActive = true; leftEyeLodged = true; // Eyes lodged at start rightEyeLodged = true; // leftEyeTransitioning = false; // Eyes not in process of lodging/dislodging at start rightEyeTransitioning = false; // jammed = false; // No jamming at start jamView = false; // clearView = true; // initialPosBody = view.transform.localPosition; // Set initial positions for body and eyes initialPosLeft = leftEye.transform.localPosition; // initialPosRight = rightEye.transform.localPosition; // initialRotBody = view.transform.localRotation; // Set initial rotations for body and eyes returnRotLeft = leftEye.transform.localRotation; // returnRotRight = rightEye.transform.localRotation; // Debug.Log(view.transform.localEulerAngles); // Troubleshoot eye rotation--what is the initial orientation, for reference? }
// Use this for initialization void Start() { view = FindObjectOfType <BodyCam>(); ted = FindObjectOfType <Teddy>(); anim = ted.GetComponent <Animator>(); rigid = ted.GetComponent <Rigidbody>(); tedHead = FindObjectOfType <TeddyHead>(); animHead = tedHead.GetComponent <Animator>(); wkDesk = FindObjectOfType <WorkDesk>(); commsImg = commsEnter.transform.parent.GetComponent <RawImage>(); leftEye = FindObjectOfType <TeddyLeftEye>(); rightEye = FindObjectOfType <TeddyRightEye>(); //leftEyeColl = leftEye.GetComponent<Collider>(); rightEyeColl = rightEye.GetComponent <Collider>(); //leftEyeRigid = leftEye.GetComponent<Rigidbody>(); rightEyeRigid = rightEye.GetComponent <Rigidbody>(); //headd = GameObject.Find("tedhead"); reticleImg = GameObject.Find("Reticle").GetComponent <RawImage>(); leftEyepatch = leftEye.transform.Find("lefteyepatch"); rightEyepatch = rightEye.transform.Find("righteyepatch"); gamePaused = false; mainOverlay.enabled = false; // mainOverlay is used for special screens, like loading, static, and jamming; off at start topRightInsert.enabled = false; // Picture within picture is off at start //leftEyeColl.enabled = false; rightEyeColl.enabled = false; //leftEyeRigid.isKinematic = true; rightEyeRigid.isKinematic = true; view.bodyCamActive = true; leftEyeLodged = true; // Eyes lodged at start rightEyeLodged = true; // leftEyeTransitioning = false; // Eyes not in process of lodging/dislodging at start rightEyeTransitioning = false; // jammed = false; // No jamming at start jamView = false; // clearView = true; // currentHallucinationFrameIndex = 0; hallucinationFrameTimeIndex = 0; reticleEnabled = true; hallucinating = false; atTedsRoom = false; commsEnabled = false; commsEnter.enabled = false; commsEnter.DeactivateInputField(); commsEnter.GetComponent <Image>().enabled = false; englishOrSolar = true; leftEyeAvailable = false; reticlePressTime = 0; reticlePressed = false; if (headbob) { headdRT = headdActualRT; headd = headActual; } else { headdRT = headdRefRT; headd = headNoBob; } //camTarget = null; //smoothdamp attempt initialPosBody = view.transform.localPosition; // Set initial positions for body and eyes initialPosLeft = leftEye.transform.localPosition; // initialPosRight = rightEye.transform.localPosition; // initialRotBody = view.transform.localRotation; // Set initial rotations for body and eyes returnRotLeft = leftEye.transform.localRotation; // returnRotRight = rightEye.transform.localRotation; SwitchCam(view.gameObject, headd, initialPosBody, initialRotBody); initialRotBody = view.transform.localRotation; eyeDislodgeTimer = 0.2f; eyeDislodgeTimerRef = 0; }