private void Start() { Input.gyro.enabled = GraphicsSettingData.IsEnableGyroscope(); this._bEnable = true; this._cameraSM = base.GetComponent <MonoIslandCameraSM>(); this.baseAttitude = this.GetInputGyroAttitude(); this.referenceAttitude = base.transform.rotation; this._gyroRot = base.transform.rotation; }
public override void Enter() { Singleton <AvatarManager> .Instance.SetMuteAllAvatarControl(true); Singleton <MainUIManager> .Instance.GetInLevelUICanvas().mainPageContext.SetInLevelMainPageActive(false, false, false); this.avatar = Singleton <AvatarManager> .Instance.GetLocalAvatar(); this.SetOtherAvatarsVisibility(false); this.avatar.PlayState("StandBy"); this.avatar.SetLocomotionBool("IsStoryMode", true, false); this.anchorRadius = this.avatar.config.StoryCameraSetting.anchorRadius; this.yaw = this.avatar.config.StoryCameraSetting.yaw; this.pitch = this.avatar.config.StoryCameraSetting.pitch; this.yOffset = this.avatar.config.StoryCameraSetting.yOffset; this.xOffset = this.avatar.config.StoryCameraSetting.xOffset; this.fov = this.avatar.config.StoryCameraSetting.fov; Vector3 axis = Vector3.Cross(this.avatar.FaceDirection, Vector3.up); base.cameraForward = (Vector3)(Quaternion.AngleAxis(this.yaw, Vector3.up) * this.avatar.FaceDirection); base.cameraForward = (Vector3)(Quaternion.AngleAxis(this.pitch, axis) * base.cameraForward); base.cameraPosition = (Vector3)(((this.avatar.XZPosition - (base.cameraForward * this.anchorRadius)) + (Vector3.up * this.yOffset)) + (axis * this.xOffset)); base.cameraFOV = this.fov; this._storyScreenID = Singleton <DynamicObjectManager> .Instance.CreateStoryScreen(this.avatar.GetRuntimeID(), "StoryScreen", this.avatar.XZPosition + this.avatar.FaceDirection, this.avatar.FaceDirection, this._currentPlotID); this.avatar.SetLocomotionBool("IsStoryMode", true, false); Singleton <LevelDesignManager> .Instance.SetMuteAvatarVoice(true); MonoStoryScreen dynamicObjectByRuntimeID = (MonoStoryScreen)Singleton <DynamicObjectManager> .Instance.GetDynamicObjectByRuntimeID(this._storyScreenID); if (dynamicObjectByRuntimeID != null) { dynamicObjectByRuntimeID.onOpenAnimationChange = (Action <bool>)Delegate.Combine(dynamicObjectByRuntimeID.onOpenAnimationChange, new Action <bool>(this.OnOpenAnimationChange)); } if (this.blurDataLoaded) { Singleton <CameraManager> .Instance.GetMainCamera().SetCameraFakeDOFCustommed(this.blurEnterCurve, this.blurEnterDuration); } this._gyro = Input.gyro; this._gyro.enabled = GraphicsSettingData.IsEnableGyroscope(); this.SetAllOtherDynamicObjectsAndEfffectsVisibility(false); this._baseAttitude = this._gyro.attitude; this._baseGravity = this._gyro.gravity; if (this._pauseLevel) { Singleton <LevelManager> .Instance.SetPause(true); } }
private void Start() { Vector3 eulerAngles = base.transform.eulerAngles; this.euler.x = eulerAngles.y; this.euler.y = eulerAngles.x; this.euler.y = Mathf.Repeat(this.euler.y + 180f, 360f) - 180f; this.origEuler = this.euler; this.origRot = this.targetRot = base.transform.rotation; if (this.target != null) { base.transform.position = this.target.position - ((Vector3)(base.transform.forward * this.Distance)); } this.state = State.Idle; GameObject obj2 = GameObject.Find("MainMenu_SpaceShip"); if ((this.pilot1 == null) && (obj2 != null)) { this.pilot1 = obj2.transform.Find("Warship/Warship_ControlDesk01"); } if ((this.pilot2 == null) && (obj2 != null)) { this.pilot2 = obj2.transform.Find("Warship/Warship_ControlDesk02"); } if ((this.pilot3 == null) && (obj2 != null)) { this.pilot3 = obj2.transform.Find("Warship/Warship_ControlDesk03"); } if (this.pilot1 != null) { this.pilotPosition1 = this.pilot1.transform.position; } if (this.pilot2 != null) { this.pilotPosition2 = this.pilot2.transform.position; } if (this.pilot3 != null) { this.pilotPosition3 = this.pilot3.transform.position; } this.PilotShakeX.preWrapMode = WrapMode.Loop; this.PilotShakeX.postWrapMode = WrapMode.Loop; this.PilotShakeY.preWrapMode = WrapMode.Loop; this.PilotShakeY.postWrapMode = WrapMode.Loop; Input.gyro.enabled = GraphicsSettingData.IsEnableGyroscope(); this.baseAttitude = Input.gyro.attitude; }
public void Start() { this._gyro = Input.gyro; this._gyro.enabled = GraphicsSettingData.IsEnableGyroscope(); }
private void Start() { Input.gyro.enabled = GraphicsSettingData.IsEnableGyroscope(); this.baseAttitude = Input.gyro.attitude; this.referenceAttitude = Quaternion.Euler(GameObject.Find("IslandCameraGroup").transform.eulerAngles.x, 0f, 0f); }