Наследование: MonoBehaviour
Пример #1
0
    public void Initialize()
    {
        const float cameraHeight = 1.5f;

        Vector3 cameraPosition = transform.position;

        cameraPosition.y = cameraHeight;

        // install camera for platform
        if (buildForCardboard)
        {
            Instantiate(cardboardCameraPrefab, cameraPosition, transform.rotation);
            isCardboard = true;

            Cardboard.SDK.EnableSettingsButton = false;

            player = Cardboard.SDK.gameObject;
        }
        else
        {
            player = Instantiate(oculusCameraPrefab, cameraPosition, transform.rotation) as GameObject;
        }

        // get camera's reset position so that it can be reset.
        if (player != null)
        {
            cameraResetPosition = player.transform.position;
        }

        // must create reticle after cameras since it trys to access them
        reticle = Instantiate(reticlePrefab).GetComponent <Crosshair3D>();

        mainScene = Instantiate(mainScenePrefab).GetComponent <WelcomeRoom>();

        mainScene.gameObject.SetActive(isMainScene);

        // add level manager to app
        levelManager = gameObject.AddComponent <LevelManager>();
        levelManager.Initialize(cameraFadeScreenPrefab);
    }
Пример #2
0
    public void Initialize()
    {
        const float cameraHeight = 1.5f;

        // install camera for platform
        if (buildForCardboard)
        {
          Instantiate(cardboardCameraPrefab, new Vector3(0, cameraHeight, 0f), Quaternion.identity);
          isCardboard = true;

          Cardboard.SDK.EnableSettingsButton = false;
        }
        else
        {
          Instantiate(oculusCameraPrefab, new Vector3(0, cameraHeight, 0f), Quaternion.identity);
        }

        // must create reticle after cameras since it trys to access them
        reticle = Instantiate(reticlePrefab).GetComponent<Crosshair3D>();

        mainScene = Instantiate(mainScenePrefab).GetComponent<WelcomeRoom>();

        mainScene.gameObject.SetActive(isMainScene);

        // add level manager to app
        levelManager = gameObject.AddComponent<LevelManager>();
        levelManager.Initialize(cameraFadeScreenPrefab);

        ShowEnvironment(true);
    }
Пример #3
0
    public void Initialize()
    {
        const float cameraHeight = 1.5f;

        Vector3 cameraPosition = transform.position;

        cameraPosition.y = cameraHeight;

        // install camera for platform
        if (buildForCardboard)
        {
          Instantiate(cardboardCameraPrefab, cameraPosition, transform.rotation);
          isCardboard = true;

          Cardboard.SDK.EnableSettingsButton = false;

          player = Cardboard.SDK.gameObject;
        }
        else
        {

          player = Instantiate(oculusCameraPrefab, cameraPosition, transform.rotation) as GameObject;
        }

          // get camera's reset position so that it can be reset.
          if (player != null)
          {
          cameraResetPosition = player.transform.position;
          }

        // must create reticle after cameras since it trys to access them
        reticle = Instantiate(reticlePrefab).GetComponent<Crosshair3D>();

        mainScene = Instantiate(mainScenePrefab).GetComponent<WelcomeRoom>();

        mainScene.gameObject.SetActive(isMainScene);

        // add level manager to app
        levelManager = gameObject.AddComponent<LevelManager>();
        levelManager.Initialize(cameraFadeScreenPrefab);
    }