상속: MonoBehaviour
예제 #1
0
	void Awake()
	{
		if ( linearMapping == null )
		{
			linearMapping = GetComponent<VRLinearMapping>();
		}
	}
예제 #2
0
 void Awake()
 {
     if (linearMapping == null)
     {
         linearMapping = GetComponent <VRLinearMapping>();
     }
 }
예제 #3
0
    void Start()
    {
        initialPosition = transform.localPosition;

        if (linearMapping == null)
        {
            linearMapping = GetComponent <VRLinearMapping>();
        }
    }
	void Start()
	{
		initialPosition = transform.localPosition;

		if ( linearMapping == null )
		{
			linearMapping = GetComponent<VRLinearMapping>();
		}
	}
	void Awake()
	{
		if ( audioSource == null )
		{
			audioSource = GetComponent<AudioSource>();
		}

		if ( linearMapping == null )
		{
			linearMapping = GetComponent<VRLinearMapping>();
		}
	}
예제 #6
0

        
예제 #7
0
    void Awake()
    {
        if (audioSource == null)
        {
            audioSource = GetComponent <AudioSource>();
        }

        if (linearMapping == null)
        {
            linearMapping = GetComponent <VRLinearMapping>();
        }
    }
    void Awake()
    {
        if ( animator == null )
        {
            animator = GetComponent<Animator>();
        }

        if ( linearMapping == null )
        {
            linearMapping = GetComponent<VRLinearMapping>();
        }
    }
    void Awake()
    {
        if (skinnedMesh == null)
        {
            skinnedMesh = GetComponent <SkinnedMeshRenderer>();
        }

        if (linearMapping == null)
        {
            linearMapping = GetComponent <VRLinearMapping>();
        }
    }
    void Awake()
    {
        if ( skinnedMesh == null )
        {
            skinnedMesh = GetComponent<SkinnedMeshRenderer>();
        }

        if ( linearMapping == null )
        {
            linearMapping = GetComponent<VRLinearMapping>();
        }
    }
예제 #11
0
    void Start()
    {
        if ( linearMapping == null )
        {
            linearMapping = GetComponent<VRLinearMapping>();
        }

        if ( linearMapping == null )
        {
            linearMapping = gameObject.AddComponent<VRLinearMapping>();
        }

        if ( repositionGameObject )
        {
            UpdateLinearMapping( transform );
        }
    }
예제 #12
0
    void Start()
    {
        if (linearMapping == null)
        {
            linearMapping = GetComponent <VRLinearMapping>();
        }

        if (linearMapping == null)
        {
            linearMapping = gameObject.AddComponent <VRLinearMapping>();
        }

        if (repositionGameObject)
        {
            UpdateLinearMapping(transform);
        }
    }
예제 #13
0
    /// <summary>
    /// Called sometime before the first frame
    /// </summary>
    void Start( )
    {
        if (LinearMapping == null)
        {
            LinearMapping = GetComponent <VRLinearMapping> ( );
        }

        if (LinearMapping == null)
        {
            LinearMapping = gameObject.AddComponent <VRLinearMapping> ( );
        }

        InitialMappingOffset = LinearMapping.value;

        if (RepositionGameObject)
        {
            transform.position = Curve.GetPoint(LinearMapping.value);
        }
    }
예제 #14
0

        
    void Awake()
    {
        if (animation == null)
        {
            animation = GetComponent <Animation>();
        }

        if (linearMapping == null)
        {
            linearMapping = GetComponent <VRLinearMapping>();
        }

        //We're assuming the animation has a single clip, and that's the one we're
        //going to scrub with the linear mapping.
        animation.playAutomatically = true;
        animState = animation[animation.clip.name];

        //If the anim state's (i.e. clip's) wrap mode is Once (the default) or ClampForever,
        //Unity will automatically stop playing the anim, regardless of subsequent changes
        //to animState.time. Thus, we set the wrap mode to PingPong.
        animState.wrapMode = WrapMode.PingPong;
        animState.speed    = 0;
        animLength         = animState.length;
    }
	void Awake()
	{
		if ( animation == null )
		{
			animation = GetComponent<Animation>();
		}

		if ( linearMapping == null )
		{
			linearMapping = GetComponent<VRLinearMapping>();
		}

		//We're assuming the animation has a single clip, and that's the one we're
		//going to scrub with the linear mapping.
		animation.playAutomatically = true;
		animState = animation[animation.clip.name];

		//If the anim state's (i.e. clip's) wrap mode is Once (the default) or ClampForever,
		//Unity will automatically stop playing the anim, regardless of subsequent changes
		//to animState.time. Thus, we set the wrap mode to PingPong.
		animState.wrapMode = WrapMode.PingPong;
		animState.speed = 0;
		animLength = animState.length;
	}