void SetupForChangingBrightness() { magnet = FindObjectOfType <BarMagnetModel>(); GameObject barMagnet01 = GameObject.Find("BarMagnet01"); barMagnet01NorthPole = barMagnet01.transform.Find("North Body/North Pole").gameObject; barMagnet01SouthPole = barMagnet01.transform.Find("South Body/South Pole").gameObject; // 3次元の場合は3次元用の明るさの係数を使う if (MySceneManager.Instance.MyScene == MySceneManager.MySceneEnum.Compasses_3D) { brightnessCoefficient = brightnessCoefficient3D; } // Todo: 今後以下のN極とS極で分かれている記述をまとめる // Todo: できればマテリアルをまとめてしまいたい // 方位磁針の明るさの係数 CompassesModel.Instance.MatNorth.SetFloat( "_BrightnessCoefficient", brightnessCoefficient); CompassesModel.Instance.MatSouth.SetFloat( "_BrightnessCoefficient", brightnessCoefficient); // 方位磁針の明るさの下限 CompassesModel.Instance.MatNorth.SetFloat( "_BrightnessLowerLimit", brightnessLowerLimit); CompassesModel.Instance.MatSouth.SetFloat( "_BrightnessLowerLimit", brightnessLowerLimit); }
private void Start() { barMagnetModel = GetComponent <BarMagnetModel>(); magneticForceLinePrefab = barMagnetModel.MagneticForceLinePrefab; magneticForceLines = new List <LineRenderer>(); listStartY = new List <float> { -0.02f, -0.002f, 0, 0.002f, 0.02f }; var scene = MySceneManager.Instance.MyScene; if (scene == MySceneManager.MySceneEnum.Compasses_3D || scene == MySceneManager.MySceneEnum.TwoBarMagnets) { listStartZ = new List <float> { -0.002f, 0, 0.002f }; } else { listStartZ = new List <float> { 0 }; } audioSource = GetComponents <AudioSource>()[0]; }
void SetupForChangingBrightness() { magnet = transform.parent.GetComponent <BarMagnetModel>(); try { GameObject barMagnet01 = GameObject.Find("BarMagnet01"); barMagnet01NorthPole = barMagnet01.transform.Find("North Body/North Pole").gameObject; barMagnet01SouthPole = barMagnet01.transform.Find("South Body/South Pole").gameObject; } catch { Debug.Log("Could not find BarMagnet01."); } try { GameObject barMagnet02 = GameObject.Find("BarMagnet02"); barMagnet02NorthPole = barMagnet02.transform.Find("North Body/North Pole").gameObject; barMagnet02SouthPole = barMagnet02.transform.Find("South Body/South Pole").gameObject; } catch { Debug.Log("Could not find BarMagnet02."); } // 3次元の場合は3次元用の明るさの係数を使う if (MySceneManager.Instance.MyScene == MySceneManager.MySceneEnum.Compasses_3D) { brightnessCoefficient = brightnessCoefficient3D; } // Todo: 今後以下のN極とS極で分かれている記述をまとめる // Todo: できればマテリアルをまとめてしまいたい // 方位磁針の明るさの係数 compassesModel.MatNorth.SetFloat( "_BrightnessCoefficient", brightnessCoefficient); compassesModel.MatSouth.SetFloat( "_BrightnessCoefficient", brightnessCoefficient); // 方位磁針の明るさの下限 compassesModel.MatNorth.SetFloat( "_BrightnessLowerLimit", brightnessLowerLimit); compassesModel.MatSouth.SetFloat( "_BrightnessLowerLimit", brightnessLowerLimit); }
private void Start() { barMagnetModel = GetComponent <BarMagnetModel>(); if (hostTransform == null) { hostTransform = transform; } #if feel_physics // 2次元のシーンではz=2で固定(初期化) if (MySceneManager.Instance.MyScene == MySceneManager.MySceneEnum.Compasses_2D) { Is2D = true; } #endif }