コード例 #1
0
        public void Setup(FPSCamera camera, PlayerAgent agent)
        {
            FpsCamera   = camera;
            PlayerAgent = agent;

            m_origin = new GameObject("Origin").AddComponent <PlayerOrigin>();
            m_origin.Setup(PlayerAgent);
            m_snapTurn = gameObject.AddComponent <Snapturn>();
            m_snapTurn.Setup(m_origin);

            gameObject.AddComponent <VRWorldSpaceUI>();

            m_movementVignette = gameObject.AddComponent <MovementVignette>();
            m_movementVignette.Setup(agent.Locomotion, GetComponent <PostProcessingBehaviour>());

            m_weaponRadial = gameObject.AddComponent <WeaponRadialMenu>();
            m_weaponRadial.Setup(m_origin.transform);

            m_weaponAmmoHolo = gameObject.AddComponent <WeaponAmmoHologram>();
            m_weaponAmmoHolo.Setup();

            GameObject laserPointer = new GameObject("LaserPointer");

            m_pointer = laserPointer.AddComponent <LaserPointer>();


            m_fade = FpsCamera.gameObject.AddComponent <CollisionFade>();
            m_fade.Setup(PlayerAgent);

            FpsCamera.gameObject.AddComponent <SteamVR_Camera>();
            FpsCamera.gameObject.AddComponent <VRRendering>();
            FpsCamera.gameObject.AddComponent <SteamVR_Fade>();

            m_watch = Instantiate(VRAssets.GetWatchPrefab(), Vector3.zero, Quaternion.identity, null).AddComponent <Watch>();
            m_watch.Setup(m_origin.transform);

            m_haptics = gameObject.AddComponent <Haptics>();
            m_haptics.Setup();

            m_bhapticsIntegration = gameObject.AddComponent <BhapticsIntegration>();
            m_bhapticsIntegration.Setup(agent);

            PlayerLocomotionEvents.OnPlayerEnterLadder += PlayerEnteredLadder;
            SteamVR_Events.NewPosesApplied.Listen(new Action(OnNewPoses));
            VRConfig.configLightResMode.SettingChanged += LightResChanged;

            RefreshClusteredRenderingResolution();
        }
コード例 #2
0
 public void Setup(PlayerOrigin origin)
 {
     m_origin = origin;
 }