예제 #1
0
    // Use this for initialization
    void Start()
    {
#if UNITY_EDITOR
        rot = transform.rotation.eulerAngles;
#else
        Input.gyro.enabled = true;
#endif

        debris[] allDebris = debris.AllDebris();
        int      len       = debris.Length();
        Debug.Log(debris.AllDebris());
        for (int i = 0; i < len; i++)
        {
            debris deb = allDebris[i];

            GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);

            go.AddComponent("SphereCollider");
            DebriData data = go.AddComponent <DebriData>();
            data.carbon(deb);

            go.transform.position = Random.onUnitSphere * 10f;
            go.transform.rotation = Random.rotation;
            go.transform.position = SphericalToCartesian(10 + deb.altitude / 500, deb.longitude, deb.latitude);
        }
    }
예제 #2
0
    // Update is called once per frame
    void Update()
    {
#if UNITY_EDITOR
        float spd = Time.deltaTime * 100.0f;
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            rot.y -= spd;
        }
        if (Input.GetKey(KeyCode.RightArrow))
        {
            rot.y += spd;
        }
        if (Input.GetKey(KeyCode.UpArrow))
        {
            rot.x -= spd;
        }
        if (Input.GetKey(KeyCode.DownArrow))
        {
            rot.x += spd;
        }
        transform.rotation = Quaternion.Euler(rot);
#else
        // (*) :: Quaternion -> Quaternion -> Quaternion
        transform.rotation = Quaternion.AngleAxis(90.0f, Vector3.right)
                             * Input.gyro.attitude
                             * Quaternion.AngleAxis(180.0f, Vector3.forward);
#endif
        // Touch detection
        if (Input.GetMouseButtonDown(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit = new RaycastHit();

            // When hit
            if (Physics.Raycast(ray, out hit))
            {
                GameObject obj  = hit.collider.gameObject;
                DebriData  data = obj.GetComponent <DebriData>();

                // get sliders GUI
                sliders[] sl_array = FindObjectsOfType <sliders>();
                sliders   sl       = sl_array[0];
                sl.debri = data;
            }
        }
    }