Пример #1
0
    public static void DrawLines()
    {
        if (!DrawingLines)
        {
            return;
        }

        RemoveLines();

        for (int i = 1; i < dotPoints.Count; i++)
        {
            Vector3 startPoint = dotPoints[i - 1];
            Vector3 endPoint   = dotPoints[i];

            var clone = Instantiate(instance.linePrefab, instance.lineParent);

            var line = clone.GetComponent <Line>();

            Vector3 start = Cam.ScreenToWorldPoint(startPoint);
            Vector3 end   = Cam.ScreenToWorldPoint(endPoint);

            line.Apply(start, end);

            lines.Add(line);
        }
    }
Пример #2
0
    public e_EnemyAI[] GetEnemiesOnScreen(float maxRange, LayerMask whatIsEnemy)
    {
        List <Collider> colls = new List <Collider>(Physics.OverlapSphere(Body.position, maxRange, whatIsEnemy));
        Vector2         screenPos;

        for (int i = colls.Count - 1; i >= 0; i--)
        {
            if (Cam_t.InverseTransformVector(colls[i].transform.position - Cam_t.position).z < 0 || Physics.Raycast(Cam_t.position, (colls[i].transform.position - Cam_t.position), (colls[i].transform.position - Cam_t.position).magnitude, Game_NG.GroundLayerMask))
            {
                colls.Remove(colls[i]);
            }
            else
            {
                screenPos = Cam.WorldToScreenPoint(colls[i].transform.position);
                if (screenPos.x < -20f || screenPos.x > Screen.width + 20f)
                {
                    colls.Remove(colls[i]);
                }
                else if (screenPos.y < -20f || screenPos.y > Screen.height + 20f)
                {
                    colls.Remove(colls[i]);
                }
            }
        }
        List <e_EnemyAI> enemies = new List <e_EnemyAI>();

        for (int i = 0; i < colls.Count; i++)
        {
            enemies.Add(colls[i].GetComponentInParent <e_EnemyAI>());
        }

        return(enemies.ToArray());
    }
Пример #3
0
    protected void ChangeEnemyLocked(bool right)
    {
        List <e_EnemyAI> enemies       = new List <e_EnemyAI>(GetEnemiesOnScreen(LockRange, AC.whatIsEnemy));
        List <e_EnemyAI> sortedEnemies = new List <e_EnemyAI>();

        while (enemies.Count > 0)
        {
            float     distFromleft = Mathf.Infinity;
            e_EnemyAI nearest      = null;
            for (int i = 0; i < enemies.Count; i++)
            {
                float dist;
                if ((dist = Cam.WorldToScreenPoint(enemies[i].Body.position).x) < distFromleft)
                {
                    nearest      = enemies[i];
                    distFromleft = dist;
                }
            }
            sortedEnemies.Add(nearest);
            enemies.Remove(nearest);
        }

        int index = sortedEnemies.IndexOf(EnemyLocked);

        index       = (int)Utilities.AddWithLimit(index, right ? 1 : -1, 0, sortedEnemies.Count - 1, false);
        EnemyLocked = sortedEnemies[index];
    }
Пример #4
0
	void Awake() {
		filter = GetComponent<MeshFilter>();
		camera = GetComponentInParent<Cam>();
		mesh = new Mesh();
		mesh.name = "view mesh";
		filter.mesh = mesh;
	}
Пример #5
0
        public void Start()
        {
            effectGO = GameObject.Find("Effects");
            if (effectGO == null)
            {
                effectGO = new GameObject("Effects");
            }
            animator           = GetComponent <Animator>();
            movementController = GetComponent <CharacterMovementController>();
            camerascript       = GameObject.FindObjectOfType <Cam>();

            idleState             = new IdleState();
            preJumpIdleState      = new PreJumpIdleState();
            jumpStartIdleState    = new JumpStartIdleState();
            preJumpRunningState   = new PreJumpRunningState();
            jumpStartRunningState = new JumpStartRunningState();
            fallingState          = new FallingState();
            landIdleState         = new LandIdleState();
            landRunningState      = new LandRunningState();
            landRollingState      = new LandRollingState();
            runningState          = new RunningState();
            stoppingState         = new StoppingState();
            duckingState          = new DuckingState();
            duckingUpState        = new DuckingUpState();
            climbingState         = new ClimbingState();
            attackingHeavyState   = new AttackingHeavyState();
            attackingCombo1State  = new AttackingCombo1State();
            attackingCombo2State  = new AttackingCombo2State();

            currentState      = idleState;
            currentDirectionX = 1;
        }
Пример #6
0
        private void button6_Click(object sender, EventArgs e)
        {
            Cam cam = CreateCam();

            for (int i = 0; i < 30; i++)
            {
                // видовая матрица
                g.Clear(Color.White);

                double angle = 10 * i * Math.PI / 180;
                if (angle >= 2 * Math.PI)
                {
                    angle -= 2 * Math.PI;
                }

                Polyhedron ph_copy = ph.Clone() as Polyhedron;
                //Affine.MakePerspectiveProjection(ph_copy, 45 * Math.PI / 180, 100, 5);
                Affine.MakeView(ph_copy, cam);
                Affine.RotateOverCenter(ph_copy, 'z', -angle);
                // вывести
                Affine.CentralProjection(ph_copy, 10);
                //Affine.IsometricProjection(ph_copy);
                ph_copy.Draw(g, Color.Black);
                //pictureBox1.Invalidate();
                System.Threading.Thread.Sleep(100);
            }
        }
    public void Start()
    {
        //Setup Prefs
        dataStorage.SetupFlockPrefs();
        dataStorage.SetupPredPrefs();

        //Check if first time setup
        if (PlayerPrefs.GetInt("startingCount", 0) == 0)
        {
            dataStorage.SaveFlockPrefs();
            dataStorage.SavePredPrefs();
        }

        float radius = flock.startingCount * flock.agentDensity * 5;

        //Spawn in the predator away from murmuration
        Vector3 predatorPos = Random.insideUnitSphere * flock.startingCount * flock.agentDensity * 5 * 4;
        float   predRadius  = radius * 2;

        while ((predatorPos.x < predRadius && predatorPos.x > predRadius * -1) ||
               (predatorPos.z < predRadius && predatorPos.z > predRadius * -1) ||
               (predatorPos.y < predRadius && predatorPos.y > predRadius * -1))
        {
            predatorPos = Random.insideUnitSphere * flock.startingCount * flock.agentDensity * 5 * 4;
        }
        predatorPos  += flock.focalPoint;
        predatorAgent = Instantiate(
            predatorPrefab,
            predatorPos,
            Random.rotation,
            transform
            );
        predatorAgent.name = "Predator";
        predatorAgent.Initialize(flock);
        flock.predatorAgent = predatorAgent;

        //Spawn in the flock of birds
        for (int i = 0; i < flock.startingCount; i++)
        {
            Vector3    pos      = (Random.insideUnitSphere * flock.startingCount * flock.agentDensity * 5) + flock.focalPoint;
            FlockAgent starling = Instantiate(
                flockAgent,
                pos,
                Random.rotation,
                transform
                );
            starling.name = "" + i;
            starling.Initialize(flock, predatorAgent);
            flock.agents.Add(starling);
            flock.agentsTransform.Add(starling.transform);
            StartCoroutine(starling.starlingAnimate(starling.GetComponentInChildren <Animator>()));
            grid.Populate(i, pos);
        }

        //Setup Camera
        cam = Instantiate(camPrefab, flock.focalPoint, camPrefab.transform.rotation);
        cam.Initialise(flock, flock.agents[0].transform, flock.agents[0].transform, predatorAgent.transform);

        Menu.runSimulation = true;
    }
Пример #8
0
        private void UpdateZoom(float deltaTime)
        {
            if (IsPinching == true)
            {
                if (IsSmoothingEnabled == true)
                {
                    pinchDistanceCurrentLerp = Mathf.Lerp(pinchDistanceCurrentLerp, pinchDistanceCurrent, Mathf.Clamp01(Time.deltaTime * camFollowFactor));
                    pinchCenterCurrentLerp   = Vector3.Lerp(pinchCenterCurrentLerp, pinchCenterCurrent, Mathf.Clamp01(Time.deltaTime * camFollowFactor));
                }
                else
                {
                    pinchDistanceCurrentLerp = pinchDistanceCurrent;
                    pinchCenterCurrentLerp   = pinchCenterCurrent;
                }

                float cameraSize = pinchStartCamZoomSize * (pinchDistanceStart / Mathf.Max(pinchDistanceCurrentLerp, 0.0001f));
                cameraSize = Mathf.Clamp(cameraSize, camZoomMin - camOverzoomMargin, camZoomMax + camOverzoomMargin);
                CamZoom    = cameraSize;

                //Position update.
                Vector3 intersectionDragCurrent = GetIntersectionPoint(Cam.ScreenPointToRay(pinchCenterCurrentLerp));
                Vector3 dragUpdateVector        = intersectionDragCurrent - pinchStartIntersectionCenter;
                Vector3 targetPos = GetClampToBoundaries(Transform.position - dragUpdateVector);

                Transform.position = targetPos; //Disable smooth follow for the pinch-move update to prevent oscillation during the zoom phase.
                SetTargetPosition(targetPos);
            }
        }
Пример #9
0
        /// <summary>
        /// Resets all or specific values from the camera component to their defaults.
        /// </summary>
        public void ResetCam(bool resetPosition = true, bool resetZoom = true, bool resetRotation = true)
        {
            if (resetPosition)
            {
                Cam.Move(new Vector2(-CurrentWorldShiftX, -CurrentWorldShiftY));
                CurrentWorldShiftX = 0;
                CurrentWorldShiftY = 0;
                if (Cam.DefaultPosition == Vector2.Zero)
                {
                    Cam.Position = new Vector2(graphics.Viewport.Width / 2, graphics.Viewport.Height / 2);
                }
                else
                {
                    Cam.Position = Cam.DefaultPosition;
                }
            }

            if (resetZoom)
            {
                Cam.Zoom = Cam.DefaultZoom;
            }
            if (resetRotation)
            {
                Cam.Rotation = Cam.DefaultRotation;
            }
        }
Пример #10
0
    public void Initialize(int startIndex = 0)
    {
        if (!m_Camera)
        {
            m_Camera = GetComponent <Camera>();
        }

        if (m_Camera)
        {
            SetCamRect(m_Camera.rect);
        }
        else
        {
            Debug.LogError("[Observer has no camera] Destroying " + this.name);
            Destroy(gameObject);
        }

        if (!m_UI.canvas)
        {
            m_UI.canvas = GetComponentInChildren <Canvas>();
        }

        if (m_UI.canvas)
        {
            m_UI.canvas.name = this.name + "_" + m_UI.canvas.name;

            PersistentObjectManager.Add(m_UI.canvas.gameObject);

            if (!m_UI.m_uiPanel)
            {
                var canvasChild = m_UI.canvas.transform.GetChild(0);

                if (canvasChild)
                {
                    m_UI.m_uiPanel = canvasChild.GetComponent <RectTransform>();
                }
            }
        }

        // Disable any camera postprocessing effects for Servers.
        m_MachineRole = MachineConfigurationManager.instance.GetMachineRole();

        if (m_MachineRole == MachineConfigurationManager.MachineRole.Server)
        {
            var postProcBehavior = Cam.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>();

            if (postProcBehavior)
            {
                postProcBehavior.enabled = false;
            }
        }

        if (ObserverManager.Instance.cameraMountList.Count > 0)
        {
            int startingMountIndex = Mathf.Clamp(startIndex, 0, ObserverManager.Instance.cameraMountList.Count - 1);
            RepositionCamera(ObserverManager.Instance.cameraMountList[startingMountIndex]);
        }

        initialized = true;
    }
Пример #11
0
 void Start()
 {
     cam    = FindObjectOfType <Cam>();
     player = FindObjectOfType <PlayerMove>().transform;
     InvokeRepeating("ShakeIt", rate, rate);
     anim = GetComponent <Animator>();
 }
Пример #12
0
        private void ShowCharacterCreationMenuEvent(object[] args)
        {
            // Destroy the menu
            Browser.DestroyBrowserEvent(null);

            // Initialize the character creation
            playerData = new PlayerModel();
            ApplyPlayerModelChanges();

            // Set the character into the creator menu
            Events.CallRemote("setCharacterIntoCreator");

            // Make the camera focus the player
            camera = Cam.CreateCameraWithParams(Misc.GetHashKey("DEFAULT_SCRIPTED_CAMERA"), 402.8974f, -998.756f,
                                                -98.25f, -20.0f, 0.0f, 0.0f, 90.0f, true, 2);
            Cam.SetCamActive(camera, true);
            Cam.RenderScriptCams(true, false, 0, true, false, 0);

            // Disable the interface
            Ui.DisplayRadar(false);
            Ui.DisplayHud(false);
            Chat.Activate(false);
            Chat.Show(false);

            // Load the character creation menu
            Browser.CreateBrowserEvent(new object[] { "package://statics/html/characterCreator.html" });
        }
        // The command buffer populates the LODs with ocean depth data. It submits any objects with a RenderOceanDepth component attached.
        // It's stateless - the textures don't have to be managed across frames/scale changes
        void UpdateCmdBufOceanFloorDepth()
        {
            // if there is nothing in the scene tagged up for depth rendering then there is no depth rendering required
            if (_depthRenderers.Count < 1)
            {
                if (_bufOceanDepth != null)
                {
                    _bufOceanDepth.Clear();
                }

                return;
            }

            if (_bufOceanDepth == null)
            {
                _bufOceanDepth = new CommandBuffer();
                Cam.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, _bufOceanDepth);
                _bufOceanDepth.name = "Ocean Depth";
            }

            _bufOceanDepth.Clear();

            _bufOceanDepth.SetRenderTarget(_rtOceanDepth);
            _bufOceanDepth.ClearRenderTarget(false, true, Color.black);

            foreach (var entry in _depthRenderers)
            {
                _bufOceanDepth.DrawRenderer(entry.Key, entry.Value);
            }
        }
Пример #14
0
        /// <summary>
        /// Menu closing sends "CharacterChanged (SelectedModelHash)" to server
        /// </summary>
        /// <param name="sender"></param>
        protected override void MainMenu_OnMenuClose(UIMenu sender)
        {
            //Destroy cameras, set this _camera to inactive
            Cam.RenderScriptCams(false, true, 0, false, false, 0);
            Cam.SetCamActive(_camera, false);
            Cam.DestroyCam(_camera, false);

            //Enable the players controls again
            RAGE.Elements.Player.LocalPlayer.SetGravity(true);
            Pad.EnableAllControlActions(0);

            //Let server know menu is closed to change if selected a ped to sync.
            RAGE.Events.CallRemote("ClientMenuClosed", SelectedModelHash.ToString(), selectedOutfit);

            PlayerHelper.FreezePlayer(false, false);

            ChatHelper.EnableChat(true);
            UiHelper.EnableHuds();

            _instructionLayer = ScaleformHelper.InstructionalButtons(KeyValuePairs);
            if (_debug)
            {
                Chat.Output("Skin selector Menu closed");
            }
        }
Пример #15
0
        private int i = 0; //Sert pour le temps(pluie neige ...)

        public GameScreen()
        {
            timeSpawn    = 10000;
            WorldEffects = new List <WorldEffect>();

            Player = new Player(this, TexturesManager.Player); // Charge le Joueur

            Windows.Add(new PanelMenu(this, new Vector2(0, MainGame.ScreenY / 2), TexturesManager.Window, Player));
            escapeMenu = new EscapeMenu(this, new Vector2(100, MainGame.ScreenY / 4 + 50));

            IsPaused = false;

            Entities        = new List <Entity>();
            deletedEntities = new List <Entity>(); // On transfere un Monster deleted a l'interieur puis on le detruit dans cette liste

            MapData mapData = new MapData();

            if (!mapData.FromFile("Content/Maps/map.mrm"))
            {
                throw new Exception();
            }
            MapFirst = new Map(mapData);

            camera = new Cam(mapData.MapWidth * 32, mapData.MapHeight * 32, MainGame.graphics);
        }
    public IEnumerator MM1MoveCameraRightOnMouse()
    {
        if (GameObject.Find("GameInfo") != null)
        {
            GameObject.Destroy(GameObject.Find("GameInfo"));
        }

        SceneManager.LoadScene("UnderGodScene");

        //Always give it a sec
        yield return(null);

        yield return(null);

        Cam testcam = GameObject.Find("Main Camera").GetComponent <Cam>();

        Vector3 firstPos = testcam.transform.position;

        testcam.transform.position += new Vector3(Time.deltaTime * testcam.FieldOfView,
                                                  0.0f, 0.0f);

        Vector3 secondPos = testcam.transform.position;

        //Checks to see if we added one unit
        Assert.True(firstPos != secondPos);
    }
Пример #17
0
 void OnDestroy()
 {
     if (inst == this)
     {
         inst = null;
     }
 }
Пример #18
0
        async Task TagImage(object sender, System.EventArgs e)
        {
            ViewModel.Tagging = true;

            ViewModel.ImageClassifierRunning = false;

            while (!ViewModel.ImageClassifierStopped)
            {
                await Task.Delay(200);
            }

            Device.BeginInvokeOnMainThread(async() =>
            {
                Stream stream = await Cam.TakePhoto(new Renderers.CropRatios()
                {
                    BottomRatio = 1,
                    TopRatio    = 1,
                    LeftRatio   = 1,
                    RightRatio  = 1
                });

                await ViewModel.TagPhoto(stream);

                ViewModel.Tagging = false;

                StartClassifier(null, null);
            });
        }
Пример #19
0
 public void CamShake()
 {
     if (!GameManager.instance.slowMotion)
     {
         Cam.GetComponent <Animator>().Play("CameraShake");
     }
 }
Пример #20
0
 // Use this for initialization
 void Start()
 {
     _This = this;
     Vector3 angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
 }
Пример #21
0
        void CamCapture()
        {
            //change render target to our renderTexture
            RenderTexture currentRT = RenderTexture.active;

            RenderTexture.active = screenshotRT;
            RenderTexture currentCamRT = Cam.targetTexture;

            Cam.targetTexture = screenshotRT;

            Cam.Render();
            Debug.Log(screenshotRT);

            Texture2D Image = new Texture2D(screenshotRT.width, screenshotRT.height);

            Image.ReadPixels(new Rect(0, 0, screenshotRT.width, screenshotRT.height), 0, 0);
            Image.Apply();

            RenderTexture.active = currentRT;
            Cam.targetTexture    = currentCamRT;

            var Bytes = Image.EncodeToPNG();

            Destroy(Image);

            File.WriteAllBytes(folderPath + "/Frame_" + FileCounter + ".png", Bytes);
            FileCounter++;
        }
Пример #22
0
 void Awake()
 {
     cam  = GameObject.Find("Camera").GetComponent <Cam>();
     anim = GameObject.Find("Body").GetComponent <Animator>();
     anim.SetBool("walk", false);
     anim.SetBool("idle", true);
 }
Пример #23
0
    void CursorUiPos()
    {
        Ray        ray = Cam.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, MaxRaycastDistance, MaskCursor))
        {
            GameplayCursorPos    = hit.point;
            GameplayCursorPosScm = ScmapEditor.WorldPosToScmap(GameplayCursorPos);

            if (GameplayCursorPosScm.x == LastCursorPos.x && GameplayCursorPosScm.z == LastCursorPos.z)
            {
                return;
            }

            GameplayCursorPosScm.y = hit.point.y * 10;

            //GameplayCursorPosScm.z = ScmapEditor.Current.map.Height - GameplayCursorPosScm.z;
            string X = GameplayCursorPosScm.x.ToString("N2");
            string Y = GameplayCursorPosScm.y.ToString("N2");
            string Z = GameplayCursorPosScm.z.ToString("N2");

            X = X.PadRight(8);
            Y = Y.PadRight(8);
            Z = Z.PadRight(8);

            CursorInfo.text = "x: " + X + "\ty: " + Y + "\tz: " + Z;
            SetToEmptyPos   = false;
        }
        else if (!SetToEmptyPos)
        {
            SetToEmptyPos   = true;
            CursorInfo.text = "x: --------  \ty: --------  \tz: --------  ";
        }
    }
Пример #24
0
    void LockHandler()
    {
        if (C.Lock)
        {
            if (IsLocked)
            {
                Unlock();
            }
            else
            {
                e_EnemyAI[] enemies = CC.GetEnemiesOnScreen(lockRange, whatIsEnemy);
                if (enemies.Length <= 0)
                {
                    return;
                }

                float distFromCenter = Mathf.Infinity;
                float temp           = 0f;

                for (int i = 0; i < enemies.Length; i++)
                {
                    if ((temp = Mathf.Abs(Cam.WorldToScreenPoint(enemies[i].transform.position).x - Screen.width * 0.5f)) < distFromCenter)
                    {
                        distFromCenter = temp;
                        Lock(enemies[i].GetComponentInParent <e_EnemyAI>());
                    }
                }
            }
        }
        else if (IsLocked && EnemyLocked.IsDead)
        {
            Unlock();
        }
    }
Пример #25
0
        async Task StartImageClassifier()
        {
            while (ViewModel.ImageClassifierRunning)
            {
                ViewModel.ImageClassifierStopped = false;

                Stream stream = await Cam.TakePhoto(new Renderers.CropRatios()
                {
                    BottomRatio = 1,
                    TopRatio    = 1,
                    LeftRatio   = 1,
                    RightRatio  = 1
                });

                var resultSet = await ImageClassifier.ClassifyImage(stream);

                foreach (var result in resultSet.OrderBy((arg) => arg.Tag))
                {
                    var foundResultValue = ViewModel.ResultEntries.Where((arg) => arg.Name == result.Tag).FirstOrDefault();

                    if (foundResultValue != null)
                    {
                        foundResultValue.SetTagValue(result.Probability);
                    }
                }

                await Task.Delay(ViewModel.VisionClassifierInterval); // arbitrary delay
            }

            ViewModel.ImageClassifierStopped = true;
        }
Пример #26
0
 public void SetAllFollowTransforms(Transform followTransform)
 {
     foreach (Camera Cam in RegisteredObjects.Values)
     {
         InertialCameraController ICC
             = Cam.GetComponent <InertialCameraController>();
         if (ICC != null)
         {
             ICC.FollowTransform = followTransform;
         }
         else
         {
             LargeScaleCamera LSC
                 = Cam.GetComponent <LargeScaleCamera>();
             if (LSC != null)
             {
                 LSC.FollowTransform = followTransform;
             }
             else
             {
                 throw new InvalidOperationException(
                           "Camera "
                           + Cam.ToString()
                           + " does not have an InertialCameraController "
                           + "or LargeScaleCamera component"
                           );
             }
         }
     }
 }
Пример #27
0
        protected void updateKeys(GameTime time, KeyboardState KeyBoardState)
        {
            ScreenOrSelection = KeyBoardState.IsKeyDown(Keys.A);

            //if (KeyBoardState.IsKeyDown(Keys.Enter))
            //{
            //    new Vector3();
            //}

            if (KeyBoardState.IsKeyDown(Keys.Z))
            {
                OnRequestedSceneChanged(this, SceneType.Game, new LevelSelectSceneSendingArgs()
                {
                    Name = LevelSelected
                });
            }
            if (KeyBoardState.IsKeyDown(Keys.X))
            {
                for (int i = 1; i != 100000; i++)
                {
                    var b = Math.Log10(Math.Tan(Math.Tanh(Math.Sqrt(i)))) / Math.Log10(Math.E);
                }
            }
            if (KeyBoardState.IsKeyDown(Keys.Space))
            {
                Cam.Rotate(0.1f, true);
            }
        }
Пример #28
0
        private void PurchaseVehicleEvent(object[] args)
        {
            // Get the colors variables
            int primaryRed = 0, primaryGreen = 0, primaryBlue = 0;
            int secondaryRed = 0, secondaryGreen = 0, secondaryBlue = 0;

            // Get the vehicle's data
            var model = previewVehicle.Model.ToString();

            previewVehicle.GetCustomPrimaryColour(ref primaryRed, ref primaryGreen, ref primaryBlue);
            previewVehicle.GetCustomSecondaryColour(ref secondaryRed, ref secondaryGreen, ref secondaryBlue);

            // Get color strings
            var firstColor  = string.Format("{0},{1},{2}", primaryRed, primaryGreen, primaryBlue);
            var secondColor = string.Format("{0},{1},{2}", secondaryRed, secondaryGreen, secondaryBlue);

            // Destroy preview menu
            CloseCatalogEvent(null);

            // Destroy preview vehicle
            previewVehicle.Destroy();
            previewVehicle = null;

            // Enable the HUD
            Ui.DisplayHud(true);
            Ui.DisplayRadar(true);

            // Position the camera behind the character
            Cam.DestroyCam(previewCamera, true);
            Cam.RenderScriptCams(false, false, 0, true, false, 0);

            // Purchase the vehicle
            Events.CallRemote("purchaseVehicle", model, firstColor, secondColor);
        }
Пример #29
0
        private Vector3 GetDragVector(Vector3 dragPosStart, Vector3 dragPosCurrent)
        {
            Vector3 intersectionDragStart   = GetIntersectionPoint(Cam.ScreenPointToRay(dragPosStart));
            Vector3 intersectionDragCurrent = GetIntersectionPoint(Cam.ScreenPointToRay(dragPosCurrent));

            return(intersectionDragCurrent - intersectionDragStart);
        }
    public IEnumerator MM1MoveCameraUpOnWKey()
    {
        if (GameObject.Find("GameInfo") != null)
        {
            GameObject.Destroy(GameObject.Find("GameInfo"));
        }

        SceneManager.LoadScene("UnderGodScene");

        //Always give it a sec
        yield return(null);

        yield return(null);

        Cam testcam = GameObject.Find("Main Camera").GetComponent <Cam>();

        Vector3 firstPos = testcam.transform.position;

        testcam.UpHeld = true;

        yield return(null);

        testcam.UpHeld = false;

        Vector3 secondPos = testcam.transform.position;

        //Checks to see if we added one unit
        Assert.True(firstPos != secondPos);
    }
Пример #31
0
        private void OnMouseDrag()
        {
            _ScreenPos = Input.mousePosition;
            _CurrPos   = Cam.ScreenToWorldPoint(new Vector3(_ScreenPos.x, _ScreenPos.y, Cam.nearClipPlane));
            _CurrPos.y = 0;

            transform.SetParent(null, true);
            _OldScale = transform.localScale;
            transform.SetParent(Owner.transform, true);

            var s  = Owner.transform.localScale;
            var ds = DeltaScale();

            s += ds;

            s.x = Mathf.Clamp(s.x, 5f, float.MaxValue);
            s.z = Mathf.Clamp(s.z, 5f, float.MaxValue);

            Owner.transform.localScale = s;

            for (int i = 0; i < Siblings.Length; i++)
            {
                Siblings[i].transform.SetParent(null, true);
                Siblings[i].transform.localScale = _OldScale;
                Siblings[i].transform.SetParent(Owner.transform, true);
            }

            if (!(s.x <= 5.01f) && !(s.z <= 5.01f))
            {
                Owner.transform.position += _Anchor - Opposite.transform.position;
            }

            _Origin = _CurrPos;
        }
Пример #32
0
	// Use this for initialization
	void Start () {
		point = GameObject.Find ("Main Camera").GetComponent<Cam> ();
		player = GameObject.Find ("Player");
		enemy = GetComponent<Transform>().position;
		dir = player.GetComponent<Transform> ().position  - enemy;
		gameObject.SetActive (true);
		Random.seed = System.DateTime.Now.Millisecond;
	}
 void RemoveCommandBuffers()
 {
     if (_bufOceanDepth != null)
     {
         Cam.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, _bufOceanDepth);
         _bufOceanDepth = null;
     }
 }
Пример #34
0
 // Use this for initialization
 void Start()
 {
     p = GameObject.Find ("Player").GetComponent<player> ();
     c = Camera.main.GetComponent<Cam> ();
     PauseMenu = PauseMenu.GetComponent<Canvas> ();
     mainMenuText = mainMenuText.GetComponent<Button> ();
     resumeText = resumeText.GetComponent<Button> ();
     exitText = exitText.GetComponent<Button> ();
     restartText = exitText.GetComponent<Button> ();
     controlsText= controlsText.GetComponent<Button> ();
     exitControlsText = exitControlsText.GetComponent<Button> ();
     PauseMenu.enabled = false;
     ControlsImage.enabled = false;
     exitControlsText.gameObject.SetActive (false);
     //exitControlsText.enabled = false;
     foreach (string word in Input.GetJoystickNames()) {
         if (word != "") {
             usingController = true;
         }
     }
 }
Пример #35
0
 void Awake()
 {
     main = this;
 }
Пример #36
0
    void Start()
    {
        timerText = GameObject.Find("WaveTimeUI").GetComponent<Text>();
        kidText = GameObject.Find("GirlCount").GetComponent<Text>();
        momText = GameObject.Find("MomCount").GetComponent<Text>();
        dadText = GameObject.Find("DadCount").GetComponent<Text>();
        GO = GameObject.Find("gameover").GetComponent<GameOverScreen>();
        winScreen = GameObject.Find("WinScreen").GetComponent<GameOverScreen>();
        flameHealth = GameObject.Find("SkullFlame").GetComponent<Image>();
        Ready = GameObject.Find("Ready").GetComponent<Image>();
        Wave = GameObject.Find("Wave").GetComponent<Image>();
        waveNumber = GameObject.Find("waveNumber").GetComponent<Image>();
        readyNumber = GameObject.Find("readyNumber").GetComponent<Image>();
        source = GetComponent<AudioSource>();
        ms = GameObject.Find("MainSpawn").GetComponentInChildren<spawnAI>();
        ks = GameObject.Find("KitchenSpawn").GetComponentInChildren<spawnAI>();
        ws = GameObject.Find("WindowSpawn").GetComponentInChildren<spawnAI>();
        bs = GameObject.Find("BathroomSpawn").GetComponentInChildren<spawnAI>();
        Ghoul = GameObject.Find("Player").GetComponent<player>();
        stopTimeUI = GameObject.Find("timePower").GetComponent<Image>();
        speedUI = GameObject.Find("speedPower").GetComponent<Image>();
        roomScareUI = GameObject.Find("scarePower").GetComponent<Image>();
        mainCam = GameObject.Find("Camera").GetComponent<Cam>();

        score = 0;
        waveCount = -1;
        totalWaves = 10;
        momWait = 0;
        dadWait = 0;
        timing = true;

        timer = -wavePrepTime;
        waveTimer = timer;
        kitchenTimer = timer;
        mainTimer = timer;
        windowTimer = timer;
        bathroomTimer = timer;
        currSpawn = 0;

        roomScareCurrent = 0;

        stopTimeCurrent = 0;

        speedCurrent = 0;

        speedUI.fillAmount = (float)speedCurrent / (float)speedMax;
        roomScareUI.fillAmount = (float)roomScareCurrent / (float)roomScareMax;
        stopTimeUI.fillAmount = (float)stopTimeCurrent / (float)stopTimeMax;

        fast = false;

        if (GameModeControl.mode == 2)
            Time.timeScale = speedMod;
        else
            Time.timeScale = 1;

        totalWaves = 10;

        populateEnemy(GameModeControl.mode);

        num = new Sprite[10];
        numDesat = new Sprite[10];

        for(int i = 0; i < 10; i++)
        {
            num[i] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (i+1));
            numDesat[i] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (i+1) + "desat");

        }

        //num[0] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (1));
        //numDesat[0] = Resources.Load<Sprite>("WaveUI/WaveUI/" + (1) + "desat");

        spawnNextWave();
    }
Пример #37
0
 void Awake()
 {
     inst = this;
     offset = transform.position;
     flashCard = GetComponentInChildren<SpriteRenderer>();
 }
Пример #38
0
 void OnDestroy()
 {
     if (inst == this) { inst = null; }
 }