Пример #1
0
        public unsafe void SendCamPos(Cam2 camera)
        {
            fixed(byte *prt = buf)
            {
                uint rev(float x)
                {
                    var value = (byte *)&x;

                    return((uint)(*(value++) << 24) | (uint)(*(value++) << 16) | (uint)(*(value++) << 8) | *value);
                }

                var p = (uint *)(prt + buf.Length - (4 * 8));

                p[0] = rev(camera.transformchain.position.x);
                p[1] = rev(camera.transformchain.position.y);
                p[2] = rev(camera.transformchain.position.z);
                p[3] = rev(camera.transformchain.rotation.x);
                p[4] = rev(camera.transformchain.rotation.y);
                p[5] = rev(camera.transformchain.rotation.z);
                p[6] = rev(camera.transformchain.rotation.w);
                p[7] = rev(camera.settings.FOV);
            }

            _socket.Send(buf);
        }
 void Start()
 {
     //Inicializamos los sliders.
     sliderluz1 = Luz1.GetComponent <Slider>();
     sliderluz2 = Luz2.GetComponent <Slider>();
     slidercam1 = Cam1.GetComponent <Slider>();
     slidercam2 = Cam2.GetComponent <Slider>();
     sliderzoom = Zoom.GetComponent <Slider>();
 }
Пример #3
0
        //internal string creator { get; private set; }

        private OverrideToken(Cam2 cam)
        {
            this.cam       = cam;
            camName        = cam.name;
            position       = new Vector3(cam.settings.targetPos.x, cam.settings.targetPos.y, cam.settings.targetPos.z);
            rotation       = new Vector3(cam.settings.targetRot.x, cam.settings.targetRot.y, cam.settings.targetRot.z);
            _FOV           = cam.settings.FOV;
            visibleObjects = cam.settings.visibleObjects.GetCopy();

            cam.settings.overrideToken = this;
        }
Пример #4
0
    IEnumerator CutSceneBegin()
    {
        yield return(wfcamanim);

        Cam2.SetActive(true);
        Cam1.SetActive(false);
        yield return(wfcamanim);

        ThePlayer.SetActive(true);
        TheUI.SetActive(true);
        Cam2.SetActive(false);
    }
Пример #5
0
        void Awake()
        {
            // Dont really care which cam it is, this is just for BSML to init
            cam = CamManager.cams.Values.First();

            props ??= typeof(SettingsView).GetProperties(
                BindingFlags.Instance | BindingFlags.NonPublic
                ).Select(x => x.Name).ToArray();

            scenes ??= Enum.GetValues(typeof(SceneTypes)).Cast <SceneTypes>().Select(x => new SceneToggle()
            {
                type = x, host = this
            }).ToArray();
        }
Пример #6
0
        /// <summary>
        /// Closes this OverrideToken and returns the camera's values back to their default
        /// </summary>
        public void Close()
        {
            tokens.Remove(camName);

            if (isValid)
            {
                cam.settings.overrideToken = null;

                // Trigger setter for update
                cam.settings.FOV = cam.settings.FOV;
                cam.settings.ApplyPositionAndRotation();
                cam.settings.ApplyLayerBitmask();
            }
            cam = null;
        }
Пример #7
0
        public static bool RenameCamera(Cam2 cam, string newName)
        {
            if (cams.ContainsKey(newName))
            {
                return(false);
            }

            if (!cams.ContainsValue(cam))
            {
                return(false);
            }

            newName = string.Concat(newName.Split(Path.GetInvalidFileNameChars())).Trim();

            if (newName.Length == 0)
            {
                return(false);
            }

            var oldName = cam.name;

            if (newName == oldName)
            {
                return(true);
            }

            cams[newName] = cam;
            cams.Remove(oldName);

            foreach (var scene in ScenesManager.settings.scenes.Values)
            {
                if (!scene.Contains(oldName))
                {
                    continue;
                }

                scene.Add(newName);
                scene.Remove(oldName);
            }

            cam.settings.Save();
            File.Move(cam.configPath, ConfigUtil.GetCameraPath(newName));
            cam.Init(newName, rename: true);
            ScenesManager.settings.Save();

            return(true);
        }
Пример #8
0
 public void changeCharacter()
 {
     if (count == 1)
     {
         // Player.transform.Find("Player").gameObject.SetActive(false);
         //Player2.transform.Find("Player2").gameObject.SetActive(true);
         //  Cam1.transform.Find("CM vcam1").gameObject.SetActive(false);
         // Cam2.transform.Find("CM vcam1 (1)").gameObject.SetActive(true);
         // Player.SetActive(false);
         Player2.SetActive(true);
         Player2.GetComponent <PlayerMovement>().enabled   = true;
         Player2.GetComponent <BoxCollider2D>().enabled    = true;
         Player2.GetComponent <CircleCollider2D>().enabled = true;
         Player2.GetComponent <Rigidbody2D>().isKinematic  = false;
         Player.GetComponent <PlayerMovement>().enabled    = false;
         Player.GetComponent <BoxCollider2D>().enabled     = false;
         Player.GetComponent <CircleCollider2D>().enabled  = false;
         Player.GetComponent <Rigidbody2D>().isKinematic   = true;
         Cam1.SetActive(false);
         Cam2.SetActive(true);
         count = 2;
     }
     else if (count == 2)
     {
         // Player.transform.Find("Player").gameObject.SetActive(true);
         // Player2.transform.Find("Player2").gameObject.SetActive(false);
         //Cam1.transform.Find("CM vcam1").gameObject.SetActive(true);
         // Cam2.transform.Find("CM vcam1 (1)").gameObject.SetActive(false);
         Player.SetActive(true);
         // Player2.SetActive(false);
         Player.GetComponent <PlayerMovement>().enabled    = true;
         Player.GetComponent <BoxCollider2D>().enabled     = true;
         Player.GetComponent <CircleCollider2D>().enabled  = true;
         Player.GetComponent <Rigidbody2D>().isKinematic   = false;
         Player2.GetComponent <PlayerMovement>().enabled   = false;
         Player2.GetComponent <BoxCollider2D>().enabled    = false;
         Player2.GetComponent <CircleCollider2D>().enabled = false;
         Player2.GetComponent <Rigidbody2D>().isKinematic  = true;
         Cam1.SetActive(true);
         Cam2.SetActive(false);
         count = 1;
     }
 }
Пример #9
0
        public static void DeleteCamera(Cam2 cam)
        {
            if (!cams.Values.Contains(cam))
            {
                return;
            }

            if (cams[cam.name] != cam)
            {
                return;
            }

            cams.Remove(cam.name);

            var cfgPath = ConfigUtil.GetCameraPath(cam.name);

            GameObject.DestroyImmediate(cam);

            if (File.Exists(cfgPath))
            {
                File.Delete(cfgPath);
            }

            foreach (var x in ScenesManager.settings.scenes.Values)
            {
                if (x.Contains(cam.name))
                {
                    x.RemoveAll(x => x == cam.name);
                }
            }

            foreach (var x in ScenesManager.settings.customScenes.Values)
            {
                if (x.Contains(cam.name))
                {
                    x.RemoveAll(x => x == cam.name);
                }
            }

            ScenesManager.settings.Save();
        }
Пример #10
0
 // Update is called once per frame
 void Update()
 {
     if (!LookDown)
     {
         Cam.SetActive(true);
         Cam2.SetActive(false);
         Cam.transform.LookAt(target);
         Cam.transform.position = new Vector3(
             Mathf.Lerp(Cam.transform.position.x, target.position.x, Time.deltaTime * speed),
             Mathf.Lerp(Cam.transform.position.y, target.position.y + Yoffset, Time.deltaTime * speed),
             Mathf.Lerp(Cam.transform.position.z, target.position.z - Zoffset, Time.deltaTime * speed));
         if (FollowRotation)
         {
         }
     }
     else
     {
         Cam.SetActive(false);
         Cam2.SetActive(true);
     }
 }
Пример #11
0
    IEnumerator transitions()
    {
        yield return(new WaitForSeconds(17));

        Cam1.SetActive(false);
        Cam2.SetActive(true);

        yield return(new WaitForSeconds(10));

        Cam2.SetActive(false);
        Cam3.SetActive(true);

        yield return(new WaitForSeconds(6));

        Cam3.SetActive(false);
        Cam4.SetActive(true);

        yield return(new WaitForSeconds(6));

        Cam4.SetActive(false);
        Cam1.SetActive(true);

        yield return(new WaitForSeconds(6));

        Cam1.SetActive(false);
        Cam5.SetActive(true);

        yield return(new WaitForSeconds(10));

        end = true;

        yield return(new WaitForSeconds(5));

        song.SetActive(false);
        boom.SetActive(true);

        //Cam5.SetActive(false);
    }
Пример #12
0
 public IMHandler Init(Cam2 cam)
 {
     this.cam = cam;
     return((IMHandler)this);
 }
Пример #13
0
 internal static OverrideToken GetTokenForCamera(Cam2 cam) => GetTokenForCamera(cam.name);
Пример #14
0
 // Start is called before the first frame update
 void Start()
 {
     Cam = GameObject.Find("Main Camera");
     Cam.SetActive(true);
     Cam2.SetActive(false);
 }