public virtual void OnCalibrationResult(CalibrationResult calibResult) { // Dispatch to Unity main thread _Dispatcher.Dispatch(() => { Debug.Log("OnCalibrationResult: result: " + calibResult.Result + ", Avg error: " + calibResult.AverageErrorDegree); //Should we resample? if (!calibResult.Result) { //Evaluate results foreach (var calPoint in calibResult.Calibpoints) { if (calPoint.State == CalibrationPoint.STATE_RESAMPLE || calPoint.State == CalibrationPoint.STATE_NO_DATA) { _CalibrationPoints.Add(new Point2D(calPoint.Coordinates.X, calPoint.Coordinates.Y)); } } //Should we abort? if (_ResampleCount++ >= NUM_MAX_CALIBRATION_ATTEMPTS || _CalibrationPoints.Count == 0 || _CalibrationPoints.Count >= NUM_MAX_RESAMPLE_POINTS) { _CalibrationPoints.Clear(); GazeManager.Instance.CalibrationAbort(); StartCoroutine(_CalibUIRemoteFader.InteruptAndFadeIn()); Debug.Log("Calibration FAIL"); } else { Invoke("ShowNextCalibrationPoint", CALIB_SHOW_NEXT_POINT_DELAY); } } else { if (calibResult.AverageErrorDegree < 1.5) { Debug.Log("Calibration SUCCESS"); LoadNextScene(); } else { _CalibrationPoints.Clear(); GazeManager.Instance.CalibrationAbort(); StartCoroutine(_CalibUIRemoteFader.InteruptAndFadeIn()); Debug.Log("Calibration FAIL"); } } }); }
public void StartCalibration() { if (!GazeManager.Instance.IsCalibrating) { _QualityText.enabled = false; _InfoText.text = "\n\nFollow the <b>Calibration Point</b>"; StartCoroutine(_CalibUIFader.InteruptAndFadeIn()); Invoke("DelayedShowCalibPoint", CALIB_INTRO_DELAY * .5f); Invoke("CallCalibrationStart", CALIB_INTRO_DELAY); } }
private void ToggleDebug(bool isDebug) { if (isDebug) { StartCoroutine(_GazeCoordUpdater = GazeCoordUpdater()); StartCoroutine(_GameFPSUpdater = GameFPSUpdater()); StartCoroutine(_GazeFPSUpdater = GazeFPSUpdater()); } else { if (null != _GazeCoordUpdater) { StopCoroutine(_GazeCoordUpdater); } if (null != _GameFPSUpdater) { StopCoroutine(_GameFPSUpdater); } if (null != _GazeFPSUpdater) { StopCoroutine(_GazeFPSUpdater); } } if (isDebug) { StartCoroutine(_UiFader.InteruptAndFadeIn()); } else { StartCoroutine(_UiFader.InteruptAndFadeOut()); } }
private IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); // In order, fade in the UI on how to use sliders, wait for the slider to be filled then fade out the UI. yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_CameraMovement.GameStart())); //move camera to right position and start shooting the ball // In order, fade in the UI on confirming the use of sliders, wait for the slider to be filled, then fade out the UI. yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn())); while (true) { yield return(StartCoroutine(m_HowToUseConfirmSlider.WaitForBarToFill())); //yield return StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut()); yield return(StartCoroutine(m_BallShooter.ShootBall())); } //// Fade in the final UI. //yield return StartCoroutine (m_ReturnFader.InteruptAndFadeIn ()); }
public IEnumerator ShowOutroUI() { totalScore.text = SessionData.Score.ToString();//using VRStandardAssets.Common; highScore.text = SessionData.HighScore.ToString(); yield return(StartCoroutine(outroUI.InteruptAndFadeIn())); }
public IEnumerator ShowOutroUI() { //m_TotalScore.text = SessionData.Score.ToString(); //m_HighScore.text = SessionData.HighScore.ToString(); yield return(StartCoroutine(m_OutroUI.InteruptAndFadeIn())); }
private IEnumerator ShowMenu(UIFader fader, SelectionSlider slider) { yield return(StartCoroutine(fader.InteruptAndFadeIn())); yield return(StartCoroutine(slider.WaitForBarToFill())); yield return(StartCoroutine(fader.InteruptAndFadeOut())); }
public IEnumerator Show() { StartCoroutine(m_CanvasFader.InteruptAndFadeIn()); yield return(new WaitForSeconds(m_ToastTime)); StartCoroutine(m_CanvasFader.InteruptAndFadeOut()); }
public IEnumerator ShowInfoUI() { // Default would be not commented // This is temporary because of requirements that // if a user see another animal, the user can select that animal // and the info will change. //Showing = true; yield return(StartCoroutine(m_InfoUI.InteruptAndFadeIn())); }
public IEnumerator ShowOutroUI() { // Set the text to show the various scores. m_TotalScore.text = SessionData.Score.ToString(); m_HighScore.text = SessionData.HighScore.ToString(); // Wait for the outro to fade in. yield return(StartCoroutine(m_OutroUI.InteruptAndFadeIn())); }
private IEnumerator EndPhase() { // Turn off the ability to set targets for the character. m_MazeTargetSetting.Deactivate(); // Hide the reticle as it's not required at the moment. m_Reticle.Hide(); // The reticle also controls the rotation for the selection radial so set it to use default rotation. m_Reticle.UseNormal = false; // Hide the destination marker as targets are no longer being set. m_DestinationMarker.Hide(); // If the player won... if (m_Win) { // ... play the win particles and audio. m_WinParticles.Play(true); m_GameOverAudioSource.Play(); // Wait for the particles to finish. yield return(new WaitForSeconds(m_WinParticles.main.duration)); // Wait for the win UI to fade in. yield return(StartCoroutine(m_WinFader.InteruptAndFadeIn())); } else { // If the player didn't win wait for the lose UI to fade in. yield return(StartCoroutine(m_LoseFader.InteruptAndFadeIn())); } // The user needs to hold Fire1 to pass the UI so turn on double tap warnings. m_InputWarnings.TurnOnDoubleTapWarnings(); // Wait for the radial to fill. yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Turn the tap warnings back off. m_InputWarnings.TurnOffDoubleTapWarnings(); // In order wait for the win and lose UI to fade out (only one should be faded in) then wait for the camera to fade out. yield return(StartCoroutine(m_WinFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_LoseFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Restart all the dependent scripts. Restart(); // Wait for the screen tot fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true))); }
private IEnumerator ShowMenu(UIFader fader, VRTrackerTag tag) { yield return(StartCoroutine(fader.InteruptAndFadeIn())); yield return(StartCoroutine(tag.WaitForAssignation())); if (tag.IDisAssigned) { transform.GetComponent <AudioSource> ().Play(); } yield return(StartCoroutine(fader.InteruptAndFadeOut())); }
public void StartCalibration() { if (!GazeManager.Instance.IsCalibrating) { _QualityText.enabled = false; _InfoText.text = "\n\nFollow the <b>Calibration Point</b>"; StartCoroutine(_CalibUIRemoteFader.InteruptAndFadeOut()); StartCoroutine(_CalibUIFader.InteruptAndFadeIn()); if (null != _EyeUI && _EyeUI.gameObject.activeInHierarchy) { _EyeUI.TurnOff(); } Invoke("DelayedShowCalibPoint", CALIB_INTRO_DELAY * .5f); Invoke("CallCalibrationStart", CALIB_INTRO_DELAY); } }
private IEnumerator ShowMenu(UIFader fader, VRTrackerAssociation prefab) { yield return(StartCoroutine(fader.InteruptAndFadeIn())); prefab.WaitForAssignation(); yield return(StartCoroutine(VRTrackerTagAssociation.instance.WaitForAssignation())); if (prefab.isIDAssigned) { transform.GetComponent <AudioSource> ().Play(); } yield return(StartCoroutine(fader.InteruptAndFadeOut())); }
// Use this for initialization IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut())); SceneManager.LoadScene("Start Menu"); }
[SerializeField] private UIFader m_ReturnFader; // The final instructions are controlled using this fader. private IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); // In order, fade in the UI on how to use sliders, wait for the slider to be filled then fade out the UI. yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut())); // Fade in the final UI. yield return(StartCoroutine(m_ReturnFader.InteruptAndFadeIn())); }
IEnumerator ButtonActive() { yield return(new WaitForSeconds(timeToButton)); button.SetActive(true); m_Reticle.Show(); m_Radial.Hide(); m_HowToUseConfirmSlider.OnBarFilled += LoadMenu; yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseConfirmSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut())); }
IEnumerator BackToMenu() { m_Reticle.Show(); m_Radial.Hide(); yield return(StartCoroutine(m_Fader.InteruptAndFadeIn())); yield return(StartCoroutine(m_Slider.WaitForBarToFill())); yield return(StartCoroutine(m_Fader.InteruptAndFadeOut())); /*for (int i = 0; i < 10; i++) { * * if (tempArray[i] != 0) { * * highscoreName += letters[tempArray[i]]; * } * } * * highscoreName += chars[charCount].text;*/ for (int i = 0; i < 10; i++) { if (chars[i].text != "-") { highscoreName += chars[i].text; } } if (highscoreName == "Debug") { clearHighscore(); } else { PlayerPrefs.SetInt("highscore" + highscorePostion, totalTime); PlayerPrefs.SetString("highscoreName" + highscorePostion, highscoreName); } SceneManager.LoadScene("Start Menu"); }
private void OnTriggerEnter(Collider other) { // If the triggering transform is not the character or the power is already off, return. if (other.transform != m_Character) { return; } if (!m_PowerOn) { return; } // Play the audio for when the UI gets turned on. m_SwitchAudio.clip = m_ActivateGUIClip; m_SwitchAudio.Play(); // Fade in the selection slider. StartCoroutine(m_SelectionSliderFader.InteruptAndFadeIn()); }
private IEnumerator StartPhase() { // Wait for the instructions to fade in. yield return(StartCoroutine(m_InstructionsFader.InteruptAndFadeIn())); // Turn the reticle on and make it flat to the screen so it can be used with the selection slider. m_Reticle.Show(); m_Reticle.UseNormal = false; // The user should hold Fire1 at this point so warn against tapping. m_InputWarnings.TurnOnDoubleTapWarnings(); // Wait for the selection bar to fill indicating the user has read the instructions. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); // Turn off the double tap warnings since the user will need to use double tap to move the character. m_InputWarnings.TurnOffDoubleTapWarnings(); // Wait for the instructions to fade out. yield return(StartCoroutine(m_InstructionsFader.InteruptAndFadeOut())); }
[SerializeField] private SelectionSlider m_HowToUseSlider; // This is the slider that is used to demonstrate how to use them. // [SerializeField] private UIFader m_HowToUseConfirmFader; // Afterwards users are asked to confirm how to use sliders in this UI. // [SerializeField] private SelectionSlider m_HowToUseConfirmSlider; // They demonstrate this using this slider. // [SerializeField] private UIFader m_ReturnFader; // The final instructions are controlled using this fader. private IEnumerator Start() { m_Reticle.Show(); m_Radial.Hide(); // In order, fade in the UI on how to use sliders, wait for the slider to be filled then fade out the UI. yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill())); yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut())); SceneManager.LoadScene("GameIntro"); // In order, fade in the UI on confirming the use of sliders, wait for the slider to be filled, then fade out the UI. // yield return StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn()); // yield return StartCoroutine(m_HowToUseConfirmSlider.WaitForBarToFill()); // yield return StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut()); // Fade in the final UI. // yield return StartCoroutine(m_ReturnFader.InteruptAndFadeIn()); }
[SerializeField] private UIFader m_OutroUI; // This controls fading the UI shown during the outro. //[SerializeField] private UIFader m_PlayerUI; // This controls fading the UI that shows around the gun that moves with the player. //[SerializeField] private Text m_TotalScore; // Reference to the Text component that displays the player's score at the end. //[SerializeField] private Text m_HighScore; // Reference to the Text component that displays the high score at the end. public IEnumerator ShowIntroUI() { yield return(StartCoroutine(m_IntroUI.InteruptAndFadeIn())); }
} // If a UI is currently showing public IEnumerator ShowChecklist() { yield return(StartCoroutine(m_CheckList.InteruptAndFadeIn())); }
private IEnumerator Start() { m_Reticle.Show(); //m_Radial.Hide (); DontDestroyOnLoad(VRTracker.instance); Debug.Log("Instance is spectator : " + VRTracker.instance.isSpectator); bool assignationSuccess = false; if (VRTracker.instance.autoAssignation) { /* * Debug.Log("Loading association"); * VRTrackerTagAssociation.instance.LoadAssociation();*/ Debug.Log("Loading association"); if (VRTrackerTagAssociation.instance.LoadAssociation()) { /*for (int i = 0; i < 3 && !VRTracker.instance.assignationComplete; i++) * { * if (VRTrackerTagAssociation.instance.TryAutoAssignTag()) * { * assignationSuccess = true; * break; * } * * yield return new WaitForSeconds(1); * }*/ assignationSuccess = VRTrackerTagAssociation.instance.TryAutoAssignTag(); if (!assignationSuccess) { m_SliderCroup.hideSkipAssignationSlider(); } else { //TODO: Load next level directly Debug.Log("Tags where associated from file successfully"); //LevelLoader.instance.LoadLevel(1); } } } /* * if (!VRTrackerTagAssociation.instance.isAssociationLoaded) * { * Debug.LogWarning("hide auto assingation"); * m_SliderCroup.hideSkipAssignationSlider(); * } * * * //Retrieve the player prefab from the network manager * GameObject pPrefab = null; * if (VRTrackerNetwork.instance.playerPrefab != null) * { * pPrefab = VRTrackerNetwork.instance.playerPrefab; * } * else * { * Debug.Log("Player prefab is null"); * } * //Create and prepare the different prefab for assignation in the next scene * if (pPrefab != null) { * VRTrackerTag[] playerObject = pPrefab.GetComponentsInChildren<VRTrackerTag>(); * for (int i = 0; i < playerObject.Length; i++) { * //Store the different player prefab name for association * VRTrackerAssociation newAsso = new VRTrackerAssociation(); * VRTrackerTagAssociation.instance.AddPrefabAssociation(playerObject[i].gameObject.name, newAsso); * } * } * else * { * Debug.LogError("No player prefab set !"); * } * * if (VRTracker.instance.autoAssignation) * { * yield return new WaitForSeconds(1); * VRTracker.instance.AssignDirectlyTags(); * if (!VRTracker.instance.assignationComplete) * { * m_SliderCroup.hideSkipAssignationSlider(); * } * } */ #if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR VRTracker.instance.isSpectator = false; Debug.Log("Setting spectator mode to : " + VRTracker.instance.isSpectator); #endif if (!VRTracker.instance.isSpectator) { m_SliderCroup.hideSpectatorMode(); Debug.Log("Setting spectator mode to : " + VRTracker.instance.isSpectator); } else { //VRTracker.instance.assignationComplete = true; } Debug.Log("Instance is spectator : " + VRTracker.instance.isSpectator); // In order, fade in the UI on confirming the use of sliders, wait for the slider to be filled, then fade out the UI. if (!assignationSuccess) { yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn())); //yield return StartCoroutine(m_SliderCroup.WaitForBarsToFill()); yield return(StartCoroutine(m_SliderCroup.WaitForBarsToFill())); yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut())); } // Assign a Tag to each Prefab instance containing a Tag in VR Tracker if (!assignationSuccess && !VRTracker.instance.isSpectator) { Debug.Log("Manual assignement "); //Assignement step foreach (VRTrackerTag tag in VRTracker.instance.tags) //foreach (KeyValuePair<string, VRTrackerAssociation> prefab in VRTrackerTagAssociation.instance.prefabAssociation) { Debug.Log("Assigning Tag to " + tag); bool associationFailed = true; while (associationFailed) { // Edit shown title to the Prefab name /*m_AssociationFader.transform.Find("CalibrationInstructions/Title").GetComponentInChildren<Text>().text = "Assign" + prefab.Key; * * * // Start assignation * yield return StartCoroutine(ShowMenu(m_AssociationFader, prefab.Value)); * * // Check if timed out and throw an error * if (!prefab.Value.isIDAssigned) * { * associationFailed = true; * yield return StartCoroutine(ShowMenu(m_FailedCalibrationFader, m_FailedCalibrationSlider)); * } * else * { * associationFailed = false; * * } */ // Edit shown title to the Prefab name m_AssociationFader.transform.Find("CalibrationInstructions/Title").GetComponentInChildren <Text>().text = "Assign " + tag.tagType.ToString(); // Start assignation yield return(StartCoroutine(ShowMenu(m_AssociationFader, tag))); // Check if timed out and throw an error if (!tag.IDisAssigned) { associationFailed = true; yield return(StartCoroutine(ShowMenu(m_FailedCalibrationFader, m_FailedCalibrationSlider))); } else { associationFailed = false; tag.AssignTag(tag.UID); } } } } if (!VRTracker.instance.isSpectator) { VRTracker.instance.SaveAssociationTagUser(); enablePlayerCameraForNextLevel(); } // Load the next Level (the Game !) yield return(StartCoroutine(m_LoadingFader.InteruptAndFadeIn())); //LevelLoader.instance.LoadLevel(1); Debug.Log("Network Address : " + Network.player.ipAddress); if (VRTracker.instance.serverIp == "" || VRTracker.instance.serverIp == Network.player.ipAddress) { VRTracker.instance.serverIp = Network.player.ipAddress; VRTracker.instance.sendServerIP(VRTracker.instance.serverIp); VRTrackerNetwork.instance.serverBindAddress = VRTracker.instance.serverIp; if (VRTracker.instance.isSpectator) { Debug.Log("Starting as Server"); VRTrackerNetwork.instance.StartServer(); } else { Debug.Log("Starting as Host"); VRTrackerNetwork.instance.StartHost(); } } else { Debug.Log("Starting client"); //VRTrackerNetwork.instance.networkAddress = VRTracker.instance.serverIp; //VRTrackerNetwork.instance.StartClient (); VRTrackerNetwork.instance.serverBindAddress = VRTracker.instance.serverIp; VRTrackerNetwork.instance.serverBindToIP = true; VRTrackerNetwork.instance.networkAddress = VRTracker.instance.serverIp; Debug.Log("Server Ip " + VRTrackerNetwork.instance.serverBindAddress); Debug.Log("Server Port " + VRTrackerNetwork.instance.networkPort); //after binding address, start server VRTrackerNetwork.instance.StartClient(); } }
private IEnumerator Start() { m_Reticle.Show(); DontDestroyOnLoad(VRTracker.instance); bool assignationSuccess = false; //Disable by default the spectator mode on mobile device #if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR VRTracker.instance.isSpectator = false; #endif //Check if spectator mode is activated if (!VRTracker.instance.isSpectator) { m_SliderCroup.hideSpectatorMode(); if (VRTracker.instance.autoAssignation) { VRTrackerTag[] tags = VRTracker.instance.gameObject.GetComponentsInChildren <VRTrackerTag> (); while (tags.Length != VRTracker.instance.tags.Count) { //Wait for everything to be loaded correctly yield return(new WaitForSeconds(1)); } if (VRTrackerTagAssignment.instance.LoadAssociation()) { assignationSuccess = VRTrackerTagAssignment.instance.TryAutoAssignTag(); if (!assignationSuccess) { m_SliderCroup.hideSkipAssignationSlider(); } } } // Assign a Tag to each Prefab instance containing a Tag in VR Tracker if (!assignationSuccess) { // In order, fade in the UI on confirming the use of sliders, wait for the slider to be filled, then fade out the UI. yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_SliderCroup.WaitForBarsToFill())); yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut())); //Assignement step foreach (VRTrackerTag tag in VRTracker.instance.tags) { bool associationFailed = true; while (associationFailed) { // Edit shown title to the Prefab name m_AssociationFader.transform.Find("CalibrationInstructions/Title").GetComponentInChildren <Text>().text = "Assign " + tag.tagType.ToString(); // Start assignation yield return(StartCoroutine(ShowMenu(m_AssociationFader, tag))); // Check if timed out and throw an error if (!tag.IDisAssigned) { associationFailed = true; yield return(StartCoroutine(ShowMenu(m_FailedCalibrationFader, m_FailedCalibrationSlider))); } else { associationFailed = false; tag.AssignTag(tag.UID); } } } } VRTracker.instance.SaveAssociationTagUser(); enablePlayerCameraForNextLevel(); // Load the next Level (the Game !) yield return(StartCoroutine(m_LoadingFader.InteruptAndFadeIn())); if (VRTracker.instance.serverIp == "" || VRTracker.instance.serverIp == Network.player.ipAddress) { VRTracker.instance.serverIp = Network.player.ipAddress; VRTracker.instance.SendServerIP(VRTracker.instance.serverIp); VRTrackerNetwork.instance.serverBindAddress = VRTracker.instance.serverIp; VRTrackerNetwork.instance.StartHost(); } else { VRTrackerNetwork.instance.serverBindAddress = VRTracker.instance.serverIp; VRTrackerNetwork.instance.serverBindToIP = true; VRTrackerNetwork.instance.networkAddress = VRTracker.instance.serverIp; //after binding address, start server VRTrackerNetwork.instance.StartClient(); } } else { VRTracker.instance.serverIp = Network.player.ipAddress; VRTracker.instance.SendServerIP(VRTracker.instance.serverIp); //Start in spectator mode VRTrackerNetwork.instance.StartServer(); } }
public IEnumerator ShowPlayerUI() { yield return(StartCoroutine(playerUI.InteruptAndFadeIn())); }
// Use this for initialization private IEnumerator Start() { playAudioCurrent.Play(); standBody = GameObject.Find("Body/StandBody"); TVscreen = GameObject.Find("_Level/TVscreen"); faintBody = GameObject.Find("Body/FaintBody"); bareFaintBody = GameObject.Find("Body/BareFaintBody"); bigPhone = GameObject.Find("Phone/BigPhone"); smallPhone = GameObject.Find("Phone/SmallPhone"); AED = GameObject.Find("AED"); nose = GameObject.Find("TestText/Nose"); neck = GameObject.Find("TestText/Neck"); shoulder = GameObject.Find("TestText/Shoulder"); cpr_Disrobe = GameObject.Find("Body").transform.Find("FaintBody").gameObject.GetComponent <ClosedToBare>(); middlePhone = GameObject.Find("Phone/MiddlePhone"); //cpr_Start = GameObject.Find("GUI").transform.Find("StartGUI").gameObject.GetComponent<UIFader>(); //cpr_CheckAED = GameObject.Find("GUI").transform.Find("CheckAEDGUI").gameObject.GetComponent<UIFader>(); //initialization if (standBody == null) { Debug.Log("MidTermProcManager : Can't find standing body!"); } else { standBody.SetActive(true); } if (TVscreen == null) { Debug.Log("MidTermProcManager : Can't find TV screen!"); } else { TVscreen.SetActive(false); } if (AED == null) { Debug.Log("MidTermProcManager : Can't find AED!"); } else { AED.SetActive(true); } if (faintBody == null) { Debug.Log("MidTermProcManager : Can't find fainted body!"); } else { faintBody.SetActive(false); } if (bareFaintBody == null) { Debug.Log("MidTermProcManager : Can't find bare fainted body!"); } else { bareFaintBody.SetActive(false); } if (bigPhone == null) { Debug.Log("MidTermProcManager : Can't find big phone!"); } else { bigPhone.SetActive(false); } if (smallPhone == null) { Debug.Log("MidTermProcManager : Can't find small phone!"); } else { smallPhone.SetActive(true); } if (nose == null) { Debug.Log("MidTermProcManager : Can't find NoseText!"); } else { nose.SetActive(false); } if (neck == null) { Debug.Log("MidTermProcManager : Can't find NeckText!"); } else { neck.SetActive(false); } if (shoulder == null) { Debug.Log("MidTermProcManager : Can't find ShoulderText!"); } else { shoulder.SetActive(false); } if (middlePhone == null) { Debug.Log("MidTermProcManager : Can't find middlephone!"); } else { middlePhone.SetActive(false); } yield return(StartCoroutine(cpr_Start.InteruptAndFadeIn())); yield return(StartCoroutine(cpr_StartConfirm.WaitForBarToFill())); playAudioCurrent.clip = liuTwo; playAudioCurrent.Play(); yield return(StartCoroutine(cpr_Start.InteruptAndFadeOut())); yield return(StartCoroutine(cpr_CheckAED.InteruptAndFadeIn())); yield return(StartCoroutine(cpr_AEDController.WaitForCheckingAED())); playAudioCurrent.clip = liuThree; playAudioCurrent.Play(); yield return(new WaitForSeconds(4)); yield return(StartCoroutine(cpr_LeftShoulderVisible.Show())); yield return(StartCoroutine(cpr_RightShoulderVisible.Show())); playAudioCurrent.clip = faintDetect; playAudioCurrent.Play(); yield return(new WaitForSeconds(12)); playAudioCurrent.clip = faintAnnounce; playAudioCurrent.Play(); yield return(new WaitForSeconds(6)); playAudioCurrent.clip = liuFour; playAudioCurrent.Play(); yield return(StartCoroutine(cpr_CheckAED.InteruptAndFadeOut())); yield return(StartCoroutine(cpr_Dail.InteruptAndFadeIn())); yield return(StartCoroutine(cpr_SetPhone.SetPhone())); yield return(StartCoroutine(cpr_DailController.StartDailing())); yield return(StartCoroutine(cpr_PutDownPhone.PutItDown())); yield return(StartCoroutine(cpr_Dail.InteruptAndFadeOut())); playAudioCurrent.clip = liOne; playAudioCurrent.Play(); yield return(new WaitForSeconds(2)); /*playAudioCurrent.clip = liuFive; * playAudioCurrent.Play(); * yield return new WaitForSeconds(13); * playAudioCurrent.clip = liTwo; * playAudioCurrent.Play(); * yield return new WaitForSeconds(14); * playAudioCurrent.clip = liuSix; * playAudioCurrent.Play(); * yield return new WaitForSeconds(7); * playAudioCurrent.clip = liThree; * playAudioCurrent.Play(); * yield return new WaitForSeconds(5); * playAudioCurrent.clip = liFour; * playAudioCurrent.Play(); * yield return new WaitForSeconds(7);*/ yield return(StartCoroutine(cpr_CheckPerson.InteruptAndFadeIn())); yield return(StartCoroutine(cpr_NeckVisible.Show())); yield return(StartCoroutine(cpr_NoseVisible.Show())); playAudioCurrent.clip = liFive; playAudioCurrent.Play(); yield return(new WaitForSeconds(16)); yield return(StartCoroutine(cpr_PersonController.WaitForCheckingPerson())); yield return(StartCoroutine(cpr_CheckPerson.InteruptAndFadeOut())); yield return(StartCoroutine(cpr_Information.InteruptAndFadeIn())); playAudioCurrent.clip = liSix; playAudioCurrent.Play(); yield return(new WaitForSeconds(9)); playAudioCurrent.clip = liSeven; yield return(new WaitForSeconds(20)); playAudioCurrent.Play(); yield return(StartCoroutine(cpr_Disrobe.CheckBare())); noise.Stop(); /*playAudioCurrent.clip = liEight; * playAudioCurrent.Play(); * yield return new WaitForSeconds(10);*/ playAudioCurrent.clip = liNine; playAudioCurrent.Play(); yield return(new WaitForSeconds(10)); playAudioCurrent.clip = liTen; playAudioCurrent.Play(); yield return(new WaitForSeconds(4)); playAudioCurrent.clip = liEleven; playAudioCurrent.Play(); yield return(new WaitForSeconds(4)); playAudioCurrent.clip = liTwelve; playAudioCurrent.Play(); yield return(StartCoroutine(cpr_TrainController.LocomotionTracker())); playAudioCurrent.clip = count; playAudioCurrent.loop = true; playAudioCurrent.Play(); yield return(new WaitForSeconds(30)); playAudioCurrent.clip = ambulance; playAudioCurrent.volume = 0; playAudioCurrent.Play(); while (n < 1000) { playAudioCurrent.volume += 0.001f; ++n; } yield return(new WaitForSeconds(5)); playAudioCurrent.loop = false; playAudioCurrent.clip = liuSeven; playAudioCurrent.Play(); yield return(new WaitForSeconds(3)); playAudioCurrent.clip = liFifteen; playAudioCurrent.Play(); yield return(StartCoroutine(cpr_Information.InteruptAndFadeOut())); //Debug.Log ("111"); }
private IEnumerator Start() { m_Reticle.Show(); //m_Radial.Hide (); DontDestroyOnLoad(VRTracker.instance); if (VRTracker.instance.autoAssignation) { Debug.Log("Loading association"); VRTrackerTagAssociation.instance.LoadAssociation(); } if (!VRTrackerTagAssociation.instance.isAssociationLoaded) { Debug.LogWarning("hide auto assingation"); m_SliderCroup.hideSkipAssignationSlider(); } GameObject pPrefab = NetworkManager.singleton.playerPrefab; //Create and prepare the different prefab for assignation in the next scene if (pPrefab != null) { VRTrackerTag[] playerObject = pPrefab.GetComponentsInChildren <VRTrackerTag>(); for (int i = 0; i < playerObject.Length; i++) { //Store the different player prefab name for association VRTrackerAssociation newAsso = new VRTrackerAssociation(); VRTrackerTagAssociation.instance.addPrefabAssociation(playerObject[i].gameObject.name, newAsso); } } if (VRTracker.instance.autoAssignation) { yield return(new WaitForSeconds(1)); VRTracker.instance.assignDirectlyTags(); if (!VRTracker.instance.assignationComplete) { m_SliderCroup.hideSkipAssignationSlider(); } } // In order, fade in the UI on confirming the use of sliders, wait for the slider to be filled, then fade out the UI. yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn())); yield return(StartCoroutine(m_SliderCroup.WaitForBarsToFill())); //yield return StartCoroutine(m_SliderCroup.WaitForBarsToFill()); yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut())); // Assign a Tag to each Prefab instance containing a Tag in VR Tracker if (!VRTracker.instance.isAssigned()) { Debug.Log("Manual assignement "); //Assignement step //foreach (VRTrackerTag tagObject in VRTracker.instance.tags) foreach (KeyValuePair <string, VRTrackerAssociation> prefab in VRTrackerTagAssociation.instance.prefabAssociation) { Debug.Log("Assigning Tag to " + prefab.Key); bool associationFailed = true; while (associationFailed) { // Edit shown title to the Prefab name m_AssociationFader.transform.Find("CalibrationInstructions/Title").GetComponentInChildren <Text>().text = "Assign" + prefab.Key; // Start assignation yield return(StartCoroutine(ShowMenu(m_AssociationFader, prefab.Value))); // Check if timed out and throw an error if (!prefab.Value.isIDAssigned) { associationFailed = true; yield return(StartCoroutine(ShowMenu(m_FailedCalibrationFader, m_FailedCalibrationSlider))); } else { associationFailed = false; } } } } VRTracker.instance.saveAssociationTagUser(); // Load the next Level (the Game !) enablePlayerCameraForNextLevel(); Debug.Log("Loading next level"); yield return(StartCoroutine(m_LoadingFader.InteruptAndFadeIn())); //LevelLoader.instance.LoadLevel(1); if (VRTracker.instance.serverIp == "") { VRTracker.instance.serverIp = Network.player.ipAddress; VRTracker.instance.sendServerIP(VRTracker.instance.serverIp); NetworkManager.singleton.serverBindAddress = VRTracker.instance.serverIp; #if UNITY_EDITOR || UNITY_STANDALONE Debug.LogWarning("Unity Editor"); #endif if (VRTracker.instance.isSpectator) { Debug.Log("Starting as Server"); NetworkManager.singleton.StartServer(); } else { Debug.Log("Starting as Host"); NetworkManager.singleton.StartHost(); } } else { Debug.Log("Starting client"); NetworkManager.singleton.networkAddress = VRTracker.instance.serverIp; NetworkManager.singleton.StartClient(); NetworkManager.singleton.serverBindAddress = VRTracker.instance.serverIp; NetworkManager.singleton.serverBindToIP = true; NetworkManager.singleton.networkAddress = VRTracker.instance.serverIp; Debug.Log("Server Ip " + NetworkManager.singleton.serverBindAddress); Debug.Log("Server Port " + NetworkManager.singleton.networkPort); //after binding address, start server NetworkManager.singleton.StartClient(); } }
/// <summary> /// Shows the user we are loading the next scene. /// </summary> /// <returns>The loading next scene.</returns> public override IEnumerator ShowLoadingNextScene() { yield return(StartCoroutine(m_LoadingFader.InteruptAndFadeIn())); }
public Text m_HighScore; // The text component used to display the high score. public IEnumerator ShowIntroUI() { // Interupt any fading the intro UI is already doing and fade in, return when finished. yield return(StartCoroutine(m_IntroUI.InteruptAndFadeIn())); }