void Start() { this.player = this.GetComponent <NVRPlayer>(); this.canvasInput = this.GetComponent <NVRCanvasInput>(); this.createMode = true; this.twoHandedDrag = false; }
void Awake() { nvrPlayer = GameObject.FindWithTag("Player").GetComponent <NVRPlayer>(); gestureGameManager = GetComponent <GestureGameManager>(); gestureGameManager.nvrPlayer = nvrPlayer; gestureGameManager.masterGameManager = this; assembledSpellQuickBar = GetComponent <AssembledSpellQuickBar>(); spellEngine = GetComponent <SpellEngine>(); spellEngine.masterGameManager = this; }
IEnumerator SetNVRPlayer() { while (nvrPlayer == null) { nvrPlayer = GameObject.FindObjectOfType <NVRPlayer>(); yield return(new WaitForEndOfFrame()); } nvrHeadTransfrom = nvrPlayer.Head.transform; nvrLeftHandTransform = nvrPlayer.LeftHand.transform; nvrRightHandTransform = nvrPlayer.RightHand.transform; }
// Use this for initialization void Start() { player = GetComponent <NVRPlayer>(); startingPosition = player.transform.position; //Init teleporter teleporter = secondaryHand.teleporter; primaryHand.teleporter.gameObject.SetActive(false); //Init terraformer terraformController = primaryHand.terraformController; secondaryHand.terraformController.gameObject.SetActive(false); }
public override void BeginInteraction(NVRHand hand) { base.BeginInteraction(hand); player = hand.Player; customHand = hand.GetComponent <CustomNVRHand>(); customHand.terraformController.enabled = true; customHand.terraformController.SetObjectType(objectType); if (objectType == TerrainObjectType.Cell) { customHand.terraformController.SetCellType(cellType); } }
void Awake() { int[] levelOne = new int[5] { 3, 0, 0, 0, 0 }; //small, medium, flyer, speed, large int[] levelTwo = new int[5] { 5, 2, 0, 0, 0 }; int[] levelThree = new int[5] { 10, 5, 1, 0, 0 }; int[] levelFour = new int[5] { 13, 10, 5, 3, 0 }; int[] levelFive = new int[5] { 10, 13, 0, 7, 3 }; levelPopulation = new int[][] { levelOne, levelTwo, levelThree, levelFour, levelFive }; nvrPlayer = GameObject.FindWithTag("Player").GetComponent <NVRPlayer>(); gestureGameManager = GetComponent <GestureGameManager>(); gestureGameManager.nvrPlayer = nvrPlayer; if (GameObject.FindWithTag("tower") != null) { tower = GameObject.FindWithTag("tower").GetComponent <HumanWatchTower>(); } if (GameObject.FindWithTag("GameController").GetComponentInChildren <PortalSpawning>() != null) { portalSpawning = GameObject.FindWithTag("GameController").GetComponentInChildren <PortalSpawning>(); Debug.Log("Portal Spawning object has been found"); } else { Debug.Log("Portal Spawning object has not been found."); } gestureGameManager.masterGameManager = this; assembledSpellQuickBar = GetComponent <AssembledSpellQuickBar>(); spellEngine = GetComponent <SpellEngine>(); spellEngine.masterGameManager = this; }
//------------------------------------------------- void Start() { teleportMarkers = GameObject.FindObjectsOfType <TeleportMarkerBase>(); HidePointer(); player = NVRPlayer.Instance; if (player == null) { Debug.LogError("Teleport: No Player instance found in map."); Destroy(this.gameObject); return; } CheckForSpawnPoint(); Invoke("ShowTeleportHint", 5.0f); }
private void Start() { Line = this.GetComponent <LineRenderer>(); Hand = this.GetComponent <NVRHand>(); if (Line == null) { Line = this.gameObject.AddComponent <LineRenderer>(); } if (Line.sharedMaterial == null) { Line.material = new Material(Shader.Find("Unlit/Color")); Line.material.SetColor("_Color", LineColor); NVRHelpers.LineRendererSetColor(Line, LineColor, LineColor); } Line.useWorldSpace = true; Player = Hand.Player; }
public override void UseButtonDown() { base.UseButtonDown(); NVRPlayer player = AttachedHand.GetComponentInParent <NVRPlayer> (); if (!player.LeftHand || !player.RightHand) { return; } NVRInteractable left = player.LeftHand.CurrentlyInteracting; NVRInteractable right = player.RightHand.CurrentlyInteracting; if (!left || !right) { return; } GameObject leftGame = left.gameObject; GameObject rightGame = right.gameObject; if (!leftGame || !rightGame) { return; } Constructable leftCons = leftGame.GetComponent <Constructable> (); Constructable rightCons = rightGame.GetComponent <Constructable> (); if (leftCons && rightCons && player.LeftHand.UseButtonPressed && player.RightHand.UseButtonPressed) { Debug.Log("MAKING CONNECTION"); FixedJoint f = left.gameObject.AddComponent <FixedJoint> (); f.breakForce = breakForce; f.connectedBody = right.gameObject.GetComponent <Rigidbody> (); } }
private void Start() { Player = Hand.Player; }
private void OnSceneLoaded(Scene scene, LoadSceneMode mode) { Debug.Log("Loaded " + scene.name); Vector3 scenePosition = Vector3.zero + startPoition; if (reloadingScene) { Debug.Log("Reloaded " + scene.name); scenePosition = GetCurrentScenePosition(); } else if (scenePositions.Count > 0) { scenePosition = scenePositions.Last.Value + new Vector3(0, sceneSpacing, 0); } GameObject[] rootObjects = scene.GetRootGameObjects(); foreach (GameObject rootObject in rootObjects) { rootObject.transform.position += scenePosition; Light[] lights = rootObject.GetComponentsInChildren <Light>(); foreach (Light light in lights) { if (light.type == LightType.Directional) { light.enabled = false; } } NVRPlayer player = rootObject.GetComponentInChildren <NVRPlayer>(); if (player != null) { GameObject.Destroy(player.gameObject); } RobotHoppy[] hoppies = rootObject.GetComponentsInChildren <RobotHoppy>(); foreach (RobotHoppy hoppy in hoppies) { hoppy.IgnoreCollision = false; } } //when restarting a scene, we don't want to recreate the barrier or add anything back into the lists if (reloadingScene) { LinkedListNode <Scene> sceneNode = scenes.First; for (int i = 0; i < currentSceneIndex; ++i) { sceneNode = sceneNode.Next; } Debug.Log("Replacing " + sceneNode.Value.name + " in list"); sceneNode.Value = scene; return; } if (nextSceneIndex < sceneNames.Length) { GameObject barrierObject = GameObject.Instantiate(barrierPrefab); ElevatorBarrier barrier = barrierObject.GetComponent <ElevatorBarrier>(); barrier.transform.position += scenePosition; barrier.ElevatorObj = this; barrier.PlayerHead = playerHead; barriers.AddLast(barrier); } else { endPosition = barriers.Last.Value.transform.position; } scenePositions.AddLast(scenePosition); scenes.AddLast(scene); if (scenes.Count > SceneLoadedCount) { UnloadScene(); } }
void Start() { player = hand.Player; }
//------------------------------------------------- void Start() { player = NVRPlayer.Instance; }