상속: MonoBehaviour
예제 #1
0
        void Awake()
        {
            spheres     = new List <GameObject>();
            wSlice      = 0f;
            all4Dcoords = new List <Vector4>();
            CalculateCoordinates();

            //locatons = new List<Vector3> { Vector3.one, Vector3.one * 2f, Vector3.one * 3f };

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

            triggeredL = false;
            triggeredR = false;

            //id mat used in rotation formula between vectors
            identityMatrix = createIdentityMatrix(numberOfDimensions);

            //float[,] test1 = new float[4, 2] { { 1, 0 }, { 0, 1 }, { 0, 0 }, { 0, 0 } };
            ////float[,] test1 = new float[2, 4] { { 1, 0, 0,0 }, { 0, 1, 0,0 }};
            //float[,] output = Aguilera_Perez(test1, PI / 4);
            //Debug.Log("size" + output.GetLength(0) + " "+ output.GetLength(1));
            //Debug.Log("output from Aguilera-Perez = " + output[0,0]+" "+ output[0, 1]+" " + output[0, 2]+" " + output[0, 3]);
            //Debug.Log("output from Aguilera-Perez = " + output[1, 0] + " " + output[1, 1] + " " + output[1, 2] + " " + output[1, 3]);
            //Debug.Log("output from Aguilera-Perez = " + output[2, 0] + " " + output[2, 1] + " " + output[2, 2] + " " + output[2, 3]);
            //Debug.Log("output from Aguilera-Perez = " + output[3, 0] + " " + output[3, 1] + " " + output[3, 2] + " " + output[3, 3]);
        }
예제 #2
0
 //-------------------------------------------------
 void Awake()
 {
     if (linearMapping == null)
     {
         linearMapping = GetComponent <LinearMapping>();
     }
 }
예제 #3
0
        //-------------------------------------------------
        void Start()
        {
            initialPosition = transform.localPosition;

            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }
        }
예제 #4
0
        void Start()
        {
            state        = playerObject.GetComponent <GameState>();
            driveMapping = linearMapping.GetComponent <LinearMapping> ();
            turnMapping  = turnLinearMapping.GetComponent <LinearMapping> ();
            lightMapping = lightSpeedMapping.GetComponent <LinearMapping> ();
            body         = gameObject.GetComponent <Rigidbody> ();

            speedOfLightTarget = (int)state.SpeedOfLight;
        }
예제 #5
0
 void UpdateLightSpeedControl()
 {
     if (lightMapping != null)
     {
         speedOfLightTarget = (int)(state.totalC * (1.0f - lightMapping.value));
     }
     else
     {
         lightMapping = lightSpeedMapping.GetComponent <LinearMapping> ();
     }
 }
예제 #6
0
 void UpdateForwardDrive()
 {
     if (driveMapping != null)
     {
         targetSpeed = driveMapping.value * (float)state.maxPlayerSpeed;
     }
     else
     {
         driveMapping = linearMapping.GetComponent <LinearMapping> ();
     }
 }
예제 #7
0
        //-------------------------------------------------
        private void Awake()
        {
            if (skinnedMesh == null)
            {
                skinnedMesh = GetComponent <SkinnedMeshRenderer>();
            }

            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }
        }
예제 #8
0
 // Token: 0x060020BD RID: 8381 RVA: 0x000A18F8 File Offset: 0x0009FAF8
 private void Awake()
 {
     if (this.animator == null)
     {
         this.animator = base.GetComponent<Animator>();
     }
     this.animator.speed = 0f;
     if (this.linearMapping == null)
     {
         this.linearMapping = base.GetComponent<LinearMapping>();
     }
 }
예제 #9
0
        //-------------------------------------------------
        private void Awake()
        {
            if (audioSource == null)
            {
                audioSource = GetComponent <AudioSource>();
            }

            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }
        }
예제 #10
0
        //-------------------------------------------------
        private void Start()
        {
            if (childCollider == null)
            {
                childCollider = GetComponentInChildren <Collider>();
            }

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

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

            worldPlaneNormal = new Vector3(0.0f, 0.0f, 0.0f);
            worldPlaneNormal[(int)axisOfRotation] = 1.0f;

            localPlaneNormal = worldPlaneNormal;

            if (transform.parent)
            {
                worldPlaneNormal = transform.parent.localToWorldMatrix.MultiplyVector(worldPlaneNormal).normalized;
            }


            if (limited)
            {
                start    = Quaternion.identity;
                outAngle = transform.localEulerAngles[(int)axisOfRotation];

                if (forceStart)
                {
                    outAngle = Mathf.Clamp(startAngle, minAngle, maxAngle);
                }
            }
            else
            {
                start    = Quaternion.AngleAxis(transform.localEulerAngles[(int)axisOfRotation], localPlaneNormal);
                outAngle = 0.0f;
            }

            if (debugText)
            {
                debugText.alignment = TextAlignment.Left;
                debugText.anchor    = TextAnchor.UpperLeft;
            }

            UpdateAll();
        }
예제 #11
0
        void Awake()
        {
            spheres     = new List <GameObject>();
            wSlice      = 0f;
            all4Dcoords = new List <Vector4>();
            CalculateCoordinates();

            //locatons = new List<Vector3> { Vector3.one, Vector3.one * 2f, Vector3.one * 3f };

            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }
        }
예제 #12
0
        //-------------------------------------------------
        void Awake()
        {
            if (animator == null)
            {
                animator = GetComponent <Animator>();
            }

            animator.speed = 0.0f;

            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }
        }
예제 #13
0
        protected virtual void Start()
        {
            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }

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

            initialMappingOffset = linearMapping.value;

            // Update drive on startup to reflect initial mapping value.
            RepositionGameObject();
        }
예제 #14
0
        //-------------------------------------------------
        void Start()
        {
            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }

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

            if (repositionGameObject)
            {
                UpdateLinearMapping(transform);
            }
        }
예제 #15
0
        protected virtual void Start()
        {
            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }

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

            initialMappingOffset = linearMapping.value;

            if (repositionGameObject)
            {
                UpdateLinearMapping(transform);
            }
        }
예제 #16
0
        void Awake()
        {
            spheres = new List <GameObject>();
            //wSlice = 0f;
            all4Dcoords = new List <Vector4>();
            CalculateCoordinates();

            //locatons = new List<Vector3> { Vector3.one, Vector3.one * 2f, Vector3.one * 3f };

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

            //id mat used in rotation formula between vectors
            identityMatrix = createIdentityMatrix(numberOfDimensions);

            slicesOfD  = new float[numberOfDSlices];
            closestD   = -2; // = d;
            dIncrememt = (furthestD - closestD) / numberOfDSlices;
        }
예제 #17
0
        //-------------------------------------------------
        private void Awake()
        {
            if (animation == null)
            {
                animation = GetComponent <Animation>();
            }

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

            //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;
        }
예제 #18
0
        //-------------------------------------------------
        void Start()
        {
            if (linearMapping == null)
            {
                linearMapping = GetComponent <LinearMapping>();
            }

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

            initialMappingOffset = linearMapping.value;

            if (repositionGameObject)
            {
                UpdateLinearMapping(transform);
            }

            if (startPosition != null)
            {
                transform.localPosition = startPosition.localPosition;
            }
        }
예제 #19
0
 void Awake()
 {
     lm = this.GetComponent <LinearMapping> ();
     sb = this.GetComponentInParent <Scrollbar> ();
 }