Exemplo n.º 1
0
 public ScenarioCue(ScenarioCueAction action, string group, float offset, float absoluteOffset, float length, uint audioCueIdx)
 {
     this.action         = action;
     this.group          = group;
     this.offset         = offset;
     this.absoluteOffset = absoluteOffset;
     this.length         = length;
     this.audioCueIdx    = audioCueIdx;
     isAction            = true;
 }
Exemplo n.º 2
0
    public static ScenarioCueAction ActionFromString(string actionName)
    {
        ScenarioCueAction action = ScenarioCueAction.None;

        try {
            action = (ScenarioCueAction)Enum.Parse(typeof(ScenarioCueAction), actionName, true);
        } catch {
            throw new ScenarioCueActionNotFoundException();
        }
        return(action);
    }
Exemplo n.º 3
0
    /**
     * Invokes a specified cue action.
     */
    private void InvokeCueAction(ScenarioCueAction action)
    {
        Debug.Log("Invoking action " + action.ToString());

        switch (action)
        {
        // Ends the tutorial and goes to the launcher library.
        case ScenarioCueAction.GotoLibrary:
            if (!laserGiven)
            {
                GiveLaser();
            }
            Instantiate(launcherRigPrefab);

            subtitlesObject.transform.localPosition    = new Vector3(8.3f, 9.4f, -14);
            subtitlesObject.transform.localEulerAngles = new Vector3(18, 0, 0);
            break;

        // Shows arcade logo
        case ScenarioCueAction.ShowLogo:
            FadeInFadeOut logoFader = GameObject.Find("ArcadeLogo").GetComponent <FadeInFadeOut>();
            logoFader.Show();
            break;

        // Hides the arcade logo
        case ScenarioCueAction.HideLogo:
            FadeInFadeOut logoFaderB = GameObject.Find("ArcadeLogo").GetComponent <FadeInFadeOut>();
            logoFaderB.Hide();
            break;

        // Shows skip text
        case ScenarioCueAction.ShowSkipTxt:
            FadeInFadeOut stFader = GameObject.Find("SkippableText").GetComponent <FadeInFadeOut>();
            stFader.Show();
            break;

        // Hides the skip text
        case ScenarioCueAction.HideSkipTxt:
            FadeInFadeOut stFaderB = GameObject.Find("SkippableText").GetComponent <FadeInFadeOut>();
            stFaderB.Hide();
            break;

        // Gives a laser pointer to the user.
        case ScenarioCueAction.GiveLaser:
            GiveLaser();

            targetInstance = Instantiate <GameObject>(targetPrefab);
            targetInstance.transform.parent = rig.transform;
            break;

        case ScenarioCueAction.HighlightMenu:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_ApplicationMenu, "Menu");
            break;

        case ScenarioCueAction.HighlightSide:
            Destroy(targetInstance, 3);
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_Grip, "Boční tlačítko");
            break;

        case ScenarioCueAction.HighlightSystem:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_System, "Systém");
            break;

        case ScenarioCueAction.HighlightTouchpad:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_SteamVR_Touchpad, "Dotyková plocha");
            break;

        case ScenarioCueAction.HighlightTrigger:
            highlightButtonOnBothControllers(EVRButtonId.k_EButton_SteamVR_Trigger, "Spoušť");
            break;

        case ScenarioCueAction.Skip:
            FadeInFadeOut logoFaderC = GameObject.Find("ArcadeLogo").GetComponent <FadeInFadeOut>();
            logoFaderC.Hide();
            FadeInFadeOut stFaderC = GameObject.Find("SkippableText").GetComponent <FadeInFadeOut>();
            stFaderC.Hide();
            ExitTutorial();
            break;

        case ScenarioCueAction.WaitForUserRaise:
            pauseUntil = areControllersRaised;
            break;

        case ScenarioCueAction.WaitForUserTargetHit:
            pauseUntil = isTargetHit;
            break;

        case ScenarioCueAction.WaitForSide:
            pauseUntil = isSidePressed;
            break;

        case ScenarioCueAction.WaitForUserColor:
            pauseUntil = isColorSelected;
            break;
        }
    }