bool conflict(bool inConflict) { if (inConflict) { conflictBackground.Show(true); } else { conflictBackground.Show(false); } Debug.Log("Conflict Status " + inConflict); return(inConflict); }
protected void StopConflictEnvironment() { //Debug.Log("Stopping conflict environment"); conflictController = cameraRig.gameObject.GetComponent <ConflictZoneModel>(); conflictController.IntoConflict(); conflictController.Show(false); AtomExpiry(0, false, "-> Called from StopConflictEnvironment. Physics state 2. After audio expires."); }
protected ConflictZoneModel StartConflictEnvironment() { //Debug.Log("Start Conflict Environment"); //Set luminance to defaults cameraRig.EqualiseCameraBrightness(); assetSwitcher.SwitchAssetsToNamed("asset-test"); // This should show our wavy lines //Setup the conflict zones - Activate them and asset swap basically. conflictController = cameraRig.gameObject.GetComponent <ConflictZoneModel>(); conflictController.Show(true); return(conflictController); }
void Start() { NetworkManager.instance.RegisterButton("inConflict", "Add Conflict", "Put the eyes into conflict"); NetworkManager.instance.RegisterButton("outOfConflict", "Remove Conflict", "Remove conflict"); NetworkManager.instance.RegisterButton("save", "Save ratio", "Save the luminance ratio between the eyes"); NetworkManager.instance.RegisterFloat("brightnessRatio", -1f, 1f, 0.05f, "Luminance ratio", "Brightness ratio between the eyes."); ignoreStillnessSensor = (PlayerPrefs.GetString("EyeSkills.practitionerMode") == "1") ? true : false; ratioController = new EyeSkillsVRHeadsetInput(trackedCamera); esInput = EyeSkillsInput.instance; cameraRig = cameraRigObject.GetComponent <EyeSkillsCameraRig>(); brightnessRatio = 0; model.IntoConflict(); AudioManager.instance.Say("inConflict"); model.Show(true); }