コード例 #1
0
    private void OnTriggerEnter(Collider triggeredCol)
    {
        if (triggeredCol.GetComponent <ViRMA_Drumstick>())
        {
            StartCoroutine(CheckForParentThenChildren());

            if (parentSet)
            {
                if (x)
                {
                    axisLabelText.text = parentAxisLabel + " (" + parentChildrenCount + ") <b>↑</b>";
                }
                else
                {
                    axisLabelText.text = "<b>↑</b> " + " (" + parentChildrenCount + ") " + parentAxisLabel;
                }
            }

            transform.localScale = Vector3.one * 1.1f;

            globals.vizController.focusedAxisPoint = gameObject;

            globals.ToggleControllerFade(triggeredCol.GetComponent <ViRMA_Drumstick>().hand, true);
        }
    }
コード例 #2
0
ファイル: ViRMA_Cell.cs プロジェクト: AzzyDude24601/ViRMA
    private void OnTriggerEnter(Collider triggeredCol)
    {
        if (triggeredCol.GetComponent <ViRMA_Drumstick>())
        {
            globals.vizController.focusedCell = gameObject;

            globals.ToggleControllerFade(triggeredCol.GetComponent <ViRMA_Drumstick>().hand, true);
        }
    }
コード例 #3
0
    // cell and axes generation
    public IEnumerator SubmitVizQuery(Query submittedQuery)
    {
        // unload unsed textures
        Resources.UnloadUnusedAssets();

        // set loading flags to true and fade controllers
        vizFullyLoaded = false;
        globals.queryController.vizQueryLoading = true;
        globals.ToggleControllerFade(Player.instance.leftHand, true);
        globals.ToggleControllerFade(Player.instance.rightHand, true);

        // get cell data from server (WAIT FOR)
        yield return(StartCoroutine(ViRMA_APIController.GetCells(submittedQuery, (cells) => {
            cellData = cells;
        })));

        // generate axes with axis labels (WAIT FOR)
        yield return(StartCoroutine(GenerateAxesFromLabels(submittedQuery)));

        // generate textures and texture arrays from local image storage
        GenerateTexturesAndTextureArrays(cellData);

        // generate cells and their posiitons, centered on a parent
        GenerateCells(cellData);

        // set center point of wrapper around cells and axes
        CenterParentOnCellsAndAxes();

        // calculate bounding box to set cells positional limits
        CalculateCellsAndAxesBounds();

        // DEBUG: show cells/axes bounds and bounds center
        //ToggleDebuggingBounds();

        // add cells and axes to final parent to set default starting scale and position
        SetupDefaultScaleAndPosition();

        // update main menu data to match new viz
        globals.mainMenu.FetchProjectedFilterMetadata();
        globals.mainMenu.FetchDirectFilterMetadata();

        // set loading flags to true and unfade controllers
        vizFullyLoaded = true;
        globals.queryController.vizQueryLoading = false;
        globals.ToggleControllerFade(Player.instance.leftHand, false);
        globals.ToggleControllerFade(Player.instance.rightHand, false);
    }
コード例 #4
0
    private void OnTriggerEnter(Collider triggeredCol)
    {
        if (triggeredCol.GetComponent <ViRMA_Drumstick>())
        {
            CheckForChildren();

            if (childrenSet && axisPointChildrenCount > 0)
            {
                if (x)
                {
                    axisPointLabelText.text = axisPointLabel + " (" + axisPointChildrenCount + ") <b>↓</b>";
                }
                else
                {
                    axisPointLabelText.text = "<b>↓</b>" + " (" + axisPointChildrenCount + ") " + axisPointLabel;
                }
            }

            globals.vizController.focusedAxisPoint = gameObject;

            globals.ToggleControllerFade(triggeredCol.GetComponent <ViRMA_Drumstick>().hand, true);
        }
    }