void Start() { head = Camera.main.GetComponent <StereoController>().Head; startingPosition = transform.localPosition; CardboardMagnetSensor.SetEnabled(magnetDetectionEnabled); Screen.sleepTimeout = SleepTimeout.NeverSleep; }
void Awake() { gameManager = GetComponent <GameManager> (); CardboardMagnetSensor.SetEnabled(magnetDetectionEnabled); // Disable screen dimming: Screen.sleepTimeout = SleepTimeout.NeverSleep; }
void Update() { if (CardboardMagnetSensor.CheckIfWasClicked()) { Ray ray; RaycastHit hit; ray = Camera.main.ScreenPointToRay(Input.mousePosition); bool collide = Physics.Raycast(ray, out hit); //est ce que ça touche un truc ? //il faut utiliser un physic raycast ou un graphic? if (collide) { if (hit.collider.tag == "Button") { Button bouton = hit.collider.GetComponentInParent <Button>(); bouton.onClick.Invoke(); Debug.Log("Ca touche un bouton"); } else { Debug.Log("Ca touche pas un bouton"); } } else { Debug.Log("Ca touche rien"); } CardboardMagnetSensor.Reset(); } }
void Update() { if (!magnetDetectionEnabled) { return; } if (CardboardMagnetSensor.CheckIfWasClicked()) { ///PARTIE IMPROVISEE RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); bool collide = Physics.Raycast(ray, out hit); //merci doc unity if (collide && hit.collider.tag == "button") // hit est pas initialisé { Transform objectHit = hit.transform; Debug.Log("Youpi !"); //GameObject collidedGameObject = hit.collider.gameObject;//on récupère l'objet auquel appartien le collider :D //callbackObject = collidedGameObject.GetComponent<TypeDeLObjet>();//on récupère l'objet contenant l'action à effectuer ( ce que tu appèlle avec le Onclic je pense) //callbackObject.OnClick();//on appèle la callback sans fautes d'orthographe ;) //ChangeScene blabla = this.gameObject.GetComponent<ChangeScene>(); GameObject collidedGameObject = hit.collider.gameObject; //collidedGameObject.GetComponent<SceneChanger>().Change();// ça c'est ok } /// Debug.Log("DO SOMETHING HERE"); // PERFORM ACTION. CardboardMagnetSensor.ResetClick(); } }
void Update() { if (CardboardMagnetSensor.CheckIfWasClicked() || Input.GetMouseButtonDown(0)) { gameManager.IsOn_Magnet = true; CardboardMagnetSensor.ResetClick(); } }
void Awake() { selectManager = GetComponent <SelectManager>(); Screen.sleepTimeout = SleepTimeout.NeverSleep; CardboardMagnetSensor.SetEnabled(true); }
void Update() { if (CardboardMagnetSensor.CheckIfWasClicked()) { gameManager.IsOnMagnet = true; CardboardMagnetSensor.ResetClick(); } }
// Update is called once per frame void Update() { timeBar.fillAmount = (gameDuration - Time.timeSinceLevelLoad) / gameDuration; if (timeBar.fillAmount == 0) { Application.LoadLevel(2); CardboardMagnetSensor.ResetClick(); } }
void Update() { if (!magnetDetectionEnabled) { return; } if (Cardboard.SDK.CardboardTriggered) { Application.LoadLevel(1); Assets.Scripts.PlayerCounter.PlayerScore = 0; CardboardMagnetSensor.ResetClick(); } }
private void Update() { if (CardboardMagnetSensor.CheckIfWasClicked() || Input.GetMouseButtonDown(0)) { GameObject clone = Instantiate(box_prefab); float fx = UnityEngine.Random.Range(-0.4f, -0.4f); float fz = UnityEngine.Random.Range(-0.4f, -0.4f); clone.transform.position = new Vector3(fx, 4.0f, fz); clone.GetComponent <Renderer>().material.color = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value); CardboardMagnetSensor.ResetClick(); } }
void Update() { if (!magnetDetectionEnabled) { return; } if (Cardboard.SDK.CardboardTriggered) { GameObject FPSController = GameObject.Find("Head"); FPSInputController autowalk = FPSController.GetComponent <FPSInputController>(); autowalk.checkAutoWalk = !autowalk.checkAutoWalk; CardboardMagnetSensor.ResetClick(); } }
void Update() { if (CardboardMagnetSensor.CheckIfWasClicked() || Input.GetMouseButtonDown(0)) { if (curScene == 0) { introManager.IsOnMagnet = true; } else if (curScene == 1) { gameManager.IsOnMagnet = true; } CardboardMagnetSensor.ResetClick(); } }
void Awake() { curScene = SceneManager.GetActiveScene().buildIndex; if (curScene == 0) { introManager = GetComponent <IntroManager>(); } else if (curScene == 1) { gameManager = GetComponent <GameManager>(); } Screen.sleepTimeout = SleepTimeout.NeverSleep; CardboardMagnetSensor.SetEnabled(true); }
// Use this for initialization void Start() { CardboardMagnetSensor.SetEnabled(magnetDetectionEnabled); // Disable screen dimming: Screen.sleepTimeout = SleepTimeout.NeverSleep; isStarted = false; Instantiate(maze); GameObject playerInstantiated = Instantiate(player, GameObject.FindGameObjectWithTag("SpawnPlayer").transform.position, Quaternion.identity) as GameObject; if (playerInstantiated != null) { playerObj = playerInstantiated.GetComponent <PlayerMovement>(); } else { Debug.Log("Cannot find Player"); } }
// Update is called once per frame void Update() { if (!magnetDetectionEnabled) { return; } if (CardboardMagnetSensor.CheckIfWasClicked()) { Debug.Log("DO SOMETHING HERE"); // PERFORM ACTION. MachineGunController._instance.vrShootBullet(); CardboardMagnetSensor.ResetClick(); } if (Input.GetButtonDown("Fire1")) { MachineGunController._instance.vrShootBullet(); } }
// Update is called once per frame void Update() { if (!magnetDetectionEnabled) { return; } if (CardboardMagnetSensor.CheckIfWasClicked() || Input.GetMouseButtonDown(0)) { if (!isStarted) { PlayGame(); } else if (playerObj.canRestartGame()) { RestartGame(); } CardboardMagnetSensor.ResetClick(); } if (playerObj.canRestartGame()) { StopMonsters(); } }
void Start() { CardboardMagnetSensor.SetEnabled(true); }
void Start() { //head = Camera.main.GetComponent<StereoController>().Head; CardboardMagnetSensor.SetEnabled(magnetDetectionEnabled); Screen.sleepTimeout = SleepTimeout.NeverSleep; }
void Start() { CardboardMagnetSensor.SetEnabled(magnetDetectionEnabled); // Disable screen dimming: Screen.sleepTimeout = SleepTimeout.NeverSleep; }
private void Awake() { Screen.sleepTimeout = SleepTimeout.NeverSleep; CardboardMagnetSensor.SetEnabled(true); }