Пример #1
0
    private GameObject topRight;                                                        // Container for top right line and positions

    // Use this for initialization
    void Start()
    {
        // Create containers for the four tracks
        bottomLeft = new GameObject("Bottom Left Keys");
        bottomLeft.transform.SetParent(transform);
        bottomLeft.transform.localPosition = Vector3.zero;
        bottomLeft.transform.localRotation = transform.localRotation;
        bottomLeft.transform.localScale    = transform.localScale;

        bottomRight = new GameObject("Bottom Right Keys");
        bottomRight.transform.SetParent(transform);
        bottomRight.transform.localPosition = Vector3.zero;
        bottomRight.transform.localRotation = transform.localRotation;
        bottomRight.transform.localScale    = transform.localScale;

        topLeft = new GameObject("Top Left Keys");
        topLeft.transform.SetParent(transform);
        topLeft.transform.localPosition = Vector3.zero;
        topLeft.transform.localRotation = transform.localRotation;
        topLeft.transform.localScale    = transform.localScale;

        topRight = new GameObject("Top Right Keys");
        topRight.transform.SetParent(transform);
        topRight.transform.localPosition = Vector3.zero;
        topRight.transform.localRotation = transform.localRotation;
        topRight.transform.localScale    = transform.localScale;

        config = Constants.Configuration.Instance;

        torusRadius = Mathf.Cos(config.RingLatitude * Mathf.PI / 180) / 2;
        CreateTrackSections();
        SetTracksActive();
        DeleteKeys();
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        config = Constants.Configuration.Instance;
        tag    = "Tram";

        highlited         = false;
        currentClip       = 0;
        waitOffset        = 0;
        clipInCycle       = 0;
        clipCount         = 0;
        substringDivisor  = 10;
        accelerationState = AccelerationState.None;

        // Set the highlighted and default materials
        DefaultMaterials = transform.GetChild(0).GetComponent <MeshRenderer>().materials;
        HighlightMaterials.Add(Resources.Load("Silhouetted Diffuse") as Material);
        HighlightMaterials.Add(Resources.Load("Silhouetted Diffuse") as Material);
        for (int i = HighlightMaterials.Count - 1; i < DefaultMaterials.Length; i++)
        {
            HighlightMaterials.Add(DefaultMaterials[i]);
        }

        // Now that our arrays have been initialized, we can create our first two clips
        if (!travelTram)
        {
            StartCoroutine("CreateClips", 2);
        }
        else
        {
            startTime = Time.unscaledTime;
        }
    }
Пример #3
0
    private Constants.Configuration config;                     // Holds reference to config file

    // Use this for initialization
    void Start()
    {
        starting = false;

        config   = Constants.Configuration.Instance;
        fadeTime = config.FadeTime;
    }
    // Use this for initialization
    void Start()
    {
        resettingTransform = false;
        velocity           = Vector3.zero;

        config   = Constants.Configuration.Instance;
        fadeTime = config.FadeTime;
    }
Пример #5
0
    private Constants.Configuration config;                     // Holds renference to config file

    // Use this for initialization
    void Start()
    {
        config = Constants.Configuration.Instance;

        EarthPosition.x = Mathf.Cos(config.RingLatitude * Mathf.PI / 180) / 2 * (EarthRadius + RingAltitude) / EarthRadius;
        EarthPosition.y = Mathf.Sin(config.RingLatitude * Mathf.PI / 180) / 2 * (EarthRadius + RingAltitude) / EarthRadius;
        //y = 0.4478496f;
        EarthPosition.z = 0;
    }
Пример #6
0
    private Constants.Configuration config;                     // Holds reference to config file

    void Start()
    {
        config = Constants.Configuration.Instance;

        tetheredRingRadius = Mathf.Cos(config.RingLatitude * Mathf.PI / 180) / 2;
        RefreshElevatorCables();

        FloatingMenu.Instance.AddItems(carrier_prefab, "Carrier", new Vector3(0.04f, 0.04f, 0.04f));
        FloatingMenu.Instance.AddItems(climber_prefab.transform.GetChild(0).gameObject, "Elevator", new Vector3(0.15f, 0.15f, 0.15f));
    }
Пример #7
0
    private GameObject menuStay;                        // Stay with thicker radius to be passed to floating menu

    void Start()
    {
        config = Constants.Configuration.Instance;

        tetheredRingRadius = Mathf.Cos(config.RingLatitude * Mathf.PI / 180) / 2;
        RefreshStays();

        FloatingMenu.Instance.AddItems(menuStay, "Stays", new Vector3(250, 500, 1000));
        Destroy(menuStay);
    }
Пример #8
0
    // Use this for initialization
    void Start()
    {
        config     = Constants.Configuration.Instance;
        startIndex = 3;                         // Set start/end index to only draw habitats visible to the user
        endIndex   = 97;

        torusRadius = Mathf.Cos(config.RingLatitude * Mathf.PI / 180) / 2;
        RefreshRingHabitats();          // Create habitats and their sections
        UpdatePositions();              // Move habitats to be adjacent to transit ring

        FloatingMenu.Instance.AddItems(habitat, "Habitat", new Vector3(3.25f, 3.25f, 3.25f));
    }
Пример #9
0
    // Use this for initialization
    void Start()
    {
        config = Constants.Configuration.Instance;

        habitatIndex = (int)numKeysPerSection / RingHabitats.Instance.numRingHabitatsPerInstance;

        startIndex  = 1;        // Set start/end section to only draw cars that can be seen by the user
        endIndex    = 8;
        torusRadius = Mathf.Cos(config.RingLatitude * Mathf.PI / 180) / 2;

        CreateTramSections();   // Create all trams and keys
        UpdateKeyPositions();   // Move keys to proper positions
        CreateClipNames();      // Create list of clip names
        SetKeysToTrams();       // Now that all trams and sections are created, set all the tram keys for their movement
        DeleteKeys();           // Delete keys as they are no longer needed

        FloatingMenu.Instance.AddItems(train, "Tram", new Vector3(1, 1, 1));
    }
Пример #10
0
    private bool highlited;                                                     // Current materials used

    void Start()
    {
        config    = Constants.Configuration.Instance;
        highlited = false;

        tetheredRingRadius = Mathf.Cos(config.RingLatitude * Mathf.PI / 180) / 2;
        RefreshRing();

        GameObject p = Instantiate(gameObject, transform.parent);

        p.GetComponent <Ring>().enabled = false;

        if (TramRing)
        {
            FloatingMenu.Instance.AddItems(p, "Transit Ring", new Vector3(14, 2860, 15), furthestPoint);
            tag = "Ring - Transit";
        }
        else
        {
            FloatingMenu.Instance.AddItems(p, "Tethered Ring", new Vector3(14, 2860, 15), furthestPoint);
            tag = "Ring";
        }
    }
Пример #11
0
 void Start()
 {
     config   = Constants.Configuration.Instance;
     fadeTime = config.FadeTime;
 }
Пример #12
0
    void Start()
    {
        config = Constants.Configuration.Instance;
//		atmosphericEffect = GameObject.FindGameObjectWithTag("Atmosphere").GetComponent<MeshRenderer>();
    }
Пример #13
0
    private float startTime;                                            // Time script was enabled

    // Use this for initialization
    void Start()
    {
        Instance = this;
        config   = Constants.Configuration.Instance;
        enabled  = false;
    }