예제 #1
0
 private void Update()
 {
     if (!_isUnlocked)
     {
         //print("calling update");
         ObjectFade.ImageFadeWithDistance(_lockImage, _distanceToShowLockImage, false);
         ObjectFade.TextFadeWithDistance(_doorText, _distanceToShowLockImage, false);
     }
 }
예제 #2
0
    public void EndTutorialObject()
    {
        ObjectFade.TextFadeOut(_textObj, _fadeOutSpeed, true);

        if (_hasLine)
        {
            //_fadeInLine = false;
            ObjectFade.LineRendererFadeOut(_lineRendererObj, _fadeOutSpeed, true);
        }
    }
예제 #3
0
    // Update is called once per frame
    void Update()
    {
        for (int i = 0; i < _positions.Length; i++)
        {
            _lineRendererObj.SetPosition(i, _positions[i].position);
        }

        if (_fadeIn)
        {
            ObjectFade.LineRendererFadeIn(_lineRendererObj, 1f, _fadeInSpeed);
        }
    }
예제 #4
0
    // Update is called once per frame
    void Update()
    {
        if (_fadeIn)
        {
            ObjectFade.TextFadeIn(_textObj, 1f, _fadeInSpeed);
        }

        //_disableObjCounter -= Time.deltaTime;
        //if (_disableObjCounter <= 0)
        //{
        //    this.gameObject.SetActive(false);
        //}

        //if (_shouldDelay)
        //{
        //    if (_visibilityDelay > 0)
        //    {
        //        _visibilityDelay -= Time.deltaTime;
        //        if (_visibilityDelay <= 0)
        //        {
        //            _textObj.gameObject.SetActive(true);
        //        }
        //    }
        //}

        //if (_textObj.gameObject.activeInHierarchy)
        //{
        //    if (_visibilityDuration > 0)
        //    {
        //        _visibilityDuration -= Time.deltaTime;
        //        if (_visibilityDuration <= 0)
        //        {

        //            //_textObj.SetActive(false);
        //            //this.gameObject.SetActive(false);
        //        }
        //    }

        //}

        if (_fadeOut)
        {
            ObjectFade.TextFadeOut(_textObj, _fadeOutSpeed, true);
            //print("trying to fade");
        }

        if (_shouldMoveWithObj)// && _textObj.gameObject.activeInHierarchy)
        {
            GetPos();
        }
    }
예제 #5
0
 private void FillTriangle()
 {
     _triangleFillObj.fillAmount = Mathf.Lerp(_triangleFillObj.fillAmount, PlayerScript._triggerAxisNonDominant, Time.deltaTime * .75f);
     ObjectFade.ImageFadeWithDistance(_triangleFillObj, .75f, false);
     ObjectFade.ImageFadeWithDistance(_triangleOutlineObj, .75f, false);
 }
예제 #6
0
    // Update is called once per frame
    void Update()
    {
        if (_hasLine)
        {
            for (int i = 0; i < _linePositions.Length; i++)
            {
                _lineRendererObj.SetPosition(i, _linePositions[i].position);
            }
        }

        //_deviceRight = SteamVR_Controller.Input((int)_trackedRight.index);
        //_deviceLeft = SteamVR_Controller.Input((int)_trackedLeft.index);
        if (!_endTutorialObject)
        {
            if (_tutorialText == TutorialTextObj.PressTriggerToMove)
            {
                if (PlayerScript._rightDominant)
                {
                    _textObj.text = "HOLD THE LEFT TRIGGER TO MOVE";
                }
                else
                {
                    _textObj.text = "HOLD THE RIGHT TRIGGER TO MOVE";
                }

                if (PlayerScript._triggerAxisNonDominant > .5)
                {
                    _endTutorialObject = true;
                }
            }
            else if (_tutorialText == TutorialTextObj.PressTriggerToPickUpItem)
            {
                ObjectFade.TextFadeWithDistance(_textObj, 1.4f, false);

                if (PlayerScript._rightDominant)
                {
                    _textObj.text = "Press the right trigger over objects to pickup items";
                }
                else
                {
                    _textObj.text = "Press the left trigger over objects to pickup items";
                }

                if (PlayerScript._dominantHand.gameObject.activeInHierarchy)
                {
                    if (PlayerScript._deviceDominant.GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        foreach (var item in _rightControllerManager._inventorySlots)
                        {
                            if (item.name == "Attic Key")
                            {
                                _endTutorialObject = true;
                            }
                        }
                    }
                }
            }
            else if (_tutorialText == TutorialTextObj.PressTouchPadToBringUpInventory)
            {
                if (PlayerScript._rightDominant)
                {
                    _textObj.text = "Press the right touchpad to access items";
                }
                else
                {
                    _textObj.text = "Press the left touchpad to access items";
                }

                if (PlayerScript._dominantHand.gameObject.activeInHierarchy)
                {
                    if (PlayerScript._deviceDominant.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        _endTutorialObject = true;
                    }
                }
            }
            else if (_tutorialText == TutorialTextObj.UseGunToAccessBlockedAreas)
            {
                ObjectFade.TextFadeWithDistance(_textObj, 1.5f, false);

                if (PlayerScript._dominantHand.gameObject.activeInHierarchy)
                {
                    if (PlayerScript._deviceDominant.GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        foreach (var item in _rightControllerManager._inventorySlots)
                        {
                            if (item.name == "Pistol")
                            {
                                _endTutorialObject = true;
                            }
                        }
                    }
                }
            }
        }



        if (_endTutorialObject)
        {
            EndTutorialObject();

            if (_shouldDisableAfterEnd)
            {
                _disableObjCounter -= Time.deltaTime;
                if (_disableObjCounter <= 0)
                {
                    this.gameObject.SetActive(false);
                }
            }
        }

        if (_fadeInLine && !_endTutorialObject)
        {
            ObjectFade.LineRendererFadeIn(_lineRendererObj, 1f, _fadeOutSpeed);
        }
    }
예제 #7
0
 // Update is called once per frame
 void Update()
 {
     ObjectFade.TextLookAtFadeIn(_textObj, _angleToViewMin, _angleToViewMax, _fadeSpeed);
 }