void dayTime() { GameObject[] gameObjectArray = GameObject.FindGameObjectsWithTag("lamp"); fade.FadeIn(false); foreach (GameObject go in gameObjectArray) { go.GetComponent <Renderer>().material = dayMaterial; go.transform.FindChild("Point light").gameObject.SetActive(true); } headLamp.SetActive(false); fade.FadeOut(false); }
private void OnFadeComplete() { if (m_fading) { m_fading = false; MoveCamera(); VRCameraFade cameraFade = m_Camera.GetComponent <VRCameraFade>(); cameraFade.FadeIn(false); } }
IEnumerator HandleJWST1() { canClick = false; JWT2.gameObject.SetActive(false); orbit.target = JWT1.transform; panelAnimation.SetActive(false); yield return(new WaitForSeconds(anim1.GetCurrentAnimatorStateInfo(0).length)); fade.FadeIn(false); currentAnim = 1; ClickNext(); panelAnimation.SetActive(true); canClick = true; JWT1.gameObject.SetActive(false); JWT2.gameObject.SetActive(true); orbit.target = JWT2.transform; }
//Obsługa teleportu private void Teleport() { // Create a ray that points forwards from the camera. Ray ray = new Ray(m_Camera.position, m_Camera.forward); RaycastHit hit; if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers)) { Vector3 location = new Vector3(hit.point.x, hit.point.y + 1.8f, hit.point.z); if (hit.point.y < 0.1f) { VRCameraFade fade = gameObject.GetComponent(typeof(VRCameraFade)) as VRCameraFade; if (fade != null) { fade.FadeIn(false); } gameObject.transform.position = location; if (fade != null) { fade.FadeOut(false); } } } }
void MoveTo() { transform.position = playerPosition; fader.OnFadeComplete -= MoveTo; fader.FadeIn(true); }
void OnLevelWasLoaded(int level) { switch (level) { case 0: //Start Debug.Log("Scene Loaded: StartScene"); break; case 1: //Lobby Debug.Log("Scene Loaded: Lobby"); if (motionBase != null) { motionBase.transform.position = new Vector3(0.0f, 1.3f, 0.0f); } lobbyInstructions = GameObject.FindGameObjectWithTag("LobbyInstructions"); lobbyInstructions.SetActive(false); breakInstructions = GameObject.FindGameObjectWithTag("BreakInstructions"); breakInstructions.SetActive(false); finishedInstructions = GameObject.FindGameObjectWithTag("FinishedInstructions"); finishedInstructions.SetActive(false); SelectionSlider slider = lobbyInstructions.GetComponentInChildren <SelectionSlider>(); slider.OnBarFilled += slider_OnBarFilled; SelectionSlider slider2 = breakInstructions.GetComponentInChildren <SelectionSlider>(); slider2.OnBarFilled += slider_OnBarFilled; targetOne = GameObject.FindGameObjectWithTag("TargetOne"); targetTwo = GameObject.FindGameObjectWithTag("TargetTwo"); if (targetOne != null && targetTwo != null) { targetOneImage = targetOne.GetComponentInChildren <Image>(); targetTwoImage = targetTwo.GetComponentInChildren <Image>(); targetOneImage.CrossFadeAlpha(0.0f, 0.1f, true); targetTwoImage.CrossFadeAlpha(0.0f, 0.1f, true); targetOne.SetActive(false); targetTwo.SetActive(false); targetOneFadedOut = true; targetTwoFadedOut = true; } if (runNumber > 0 && runNumber % numberOfRunsBeforeBreak == 0) { breakInstructions.SetActive(true); onBreak = true; } cameraFade.FadeIn(false); break; case 2: //City Debug.Log("Scene Loaded: City"); condition = conditions.Dequeue(); if (recorder != null && !recorder.currentelyRecording()) { recorder.startRecording("PedSimCity_" + participantID + "_Run" + runNumber + "_Condition" + condition); } trafficLightChangeDelay = originalTrafficChangeDelay; if (motionBase != null) { motionBase.transform.position = motionBaseStartPosition; if (runNumber > 0) { motionBase.transform.Rotate(Vector3.up, 180f); } } if (guiArrows != null) { guiArrows.Hide(); } controller = GameObject.FindGameObjectWithTag("TrialIntersection").GetComponent <IntersectionController>(); targetVehicle = GameObject.FindGameObjectWithTag("TrialVehicle"); //period that the pedestrain light counts down to RED/DON'T WALK in s //float pedestrianChangeInterval = streetWidth / walkingSpeed; //time from start of vehicle movement to ped light green, in s float goSignalDelay = fadeInDelay + trafficLightChangeDelay + trafficLightYellowInterval + vehicleClearanceInterval + walkInterval; Debug.Log("Go signal delay: " + goSignalDelay); timer = goSignalDelay; //if condition == 0, we are in the no car condition, disable target car if (condition == 0) { targetVehicle.SetActive(false); Debug.Log("Condition 0: trial car disabled."); } else { float trialCarOffset = calculateTrialCarOffset(goSignalDelay); Debug.Log("Condition " + condition + ":"); Debug.Log("trial car offset: " + trialCarOffset); //if we're an even condition we need to flip the car around for the near lane trials if (condition % 2 == 0) { targetVehicle.transform.Rotate(Vector3.up, 180); targetVehicle.transform.position = new Vector3(targetVehicle.transform.position.x, 0, -49.8f); } Vector3 trialCarPosition = new Vector3(targetVehicle.transform.position.x + trialCarOffset, 0, targetVehicle.transform.position.z); targetVehicle.transform.position = trialCarPosition; Debug.Log("new trial car position: " + trialCarPosition.ToString()); } cameraFade.FadeIn(false); break; default: Debug.Log("Scene Loaded: " + level); break; } }