Пример #1
0
        public void Test()
        {
            // Create some input actions to move around the ground with
            var inputActions = new List <InputAction>
            {
                new InputAction("Left", Buttons.LeftThumbstickLeft, Keys.A),
                new InputAction("Right", Buttons.LeftThumbstickLeft, Keys.D),
                new InputAction("Forward", Buttons.LeftThumbstickLeft, Keys.W),
                new InputAction("Backward", Buttons.LeftThumbstickLeft, Keys.S),
            };

            // Add these input actions to our Input Handler
            InputHandler.Commands.AddRange(inputActions);

            Camera          = new FPSCamera(this);
            Camera.Position = new Vector3(-1000, 200, 1000);
            Camera.FarPlane = 12000f;
            Components.Add(Camera);

            Stadium = new Model(this, "Stadium1", Camera);

            Components.Add(Stadium);

            Run();
        }
Пример #2
0
    public void Die()
    {
        transform.position = respawnPoint.transform.position;

        m_Player      = FindObjectOfType <Player>();
        m_Bending     = FindObjectOfType <Bending>();
        m_Crouching   = FindObjectOfType <Crouching>();
        m_FPSCamera   = FindObjectOfType <FPSCamera>();
        m_Interaction = FindObjectOfType <Interaction>();

        m_Animator = GetComponentInChildren <Animator>();

        //m_Animator.Play("Death");



        canvas.SetActive(false);
        deathCanvas.SetActive(true);
        m_Player.enabled      = false;
        m_Bending.enabled     = false;
        m_Crouching.enabled   = false;
        m_FPSCamera.enabled   = false;
        m_Interaction.enabled = false;

        Invoke("Revive", deathTime);
    }
Пример #3
0
        void Update()
        {
            if (!fpscamera)
            {
                VRSetup = false;
            }
            // Ugly, but works for now, assumes player is always created in elevator
            if (!VRSetup && FocusStateManager.CurrentState.Equals(eFocusState.InElevator))
            {
                if (!fpscamera)
                {
                    Debug.LogWarning("Performing performance heavy lookup for fpscamera...");
                    fpscamera = FindObjectOfType <FPSCamera>();
                }

                if (!playerController)
                {
                    Debug.LogWarning("Performing performance heavy lookup for playerController...");
                    playerController = FindObjectOfType <PlayerCharacterController>();
                }

                if (fpscamera && playerController && !VRSetup)
                {
                    Setup();
                }
            }
            else
            {
                UpdateOrigin();
            }
        }
Пример #4
0
        private static void Prefix(FPSCamera __instance)
        {
            Vector3 euler = HMD.GetVRCameraEulerRelativeToFPSCameraParent();

            __instance.m_pitch = euler.x;
            __instance.m_yaw   = euler.y;
        }
Пример #5
0
 void Awake()
 {
     character = this.GetComponent<CharacterSystem>();
     GameObject fpscam = this.transform.FindChild ("FPScamera").gameObject;
     if (fpscam)
         FPScamera = fpscam.GetComponent<FPSCamera> ();
 }
Пример #6
0
    public void InitializeSettings()
    {
        camera = Camera.main.GetComponent <FPSCamera>();

        yOffsetField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_LOCAL_Y_OFFSET);
        int useSmoothLook = PlayerPrefs.GetInt(CameraSettings.Instance.FPS_USE_SMOOTH_LOOK);

        if (useSmoothLook == 0)
        {
            useSmoothLookField.isOn = false;
        }
        else
        {
            useSmoothLookField.isOn = true;
        }
        smoothLookTimeField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_SMOOTH_LOOK_TIME);
        xSensitivityField.value   = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_X_LOOK_SENSITIVITY);
        ySensitivityField.value   = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_Y_LOOK_SENSITIVITY);
        int useBounce = PlayerPrefs.GetInt(CameraSettings.Instance.FPS_USE_BOUNCE);

        if (useBounce == 0)
        {
            useBounceField.isOn = false;
        }
        else
        {
            useBounceField.isOn = true;
        }
        bounceFrequencyField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_BOUNCE_FREQUENCY);
        bounceAmplitudeField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_BOUNCE_AMPLITUDE);
    }
Пример #7
0
    protected void Start()
    {
        if (SpeedText == null)
        {
            Debug.LogWarning("SpeedText object is null");
            return;
        }
        if (EngineRPMText == null)
        {
            Debug.LogWarning("EngineRPMText object is null");
            return;
        }


        var camera = GameObject.Find("Main Camera");

        Assert.IsNotNull(camera);

        SpeedText.text     = string.Format("Speed {0:0.00} Km/h", Speed * 3.6);
        EngineRPMText.text = string.Format("Engine: {0:0000} rpm", EngineRPM);

        FPSCameraScript = camera.GetComponent <FPSCamera>();
        Assert.IsNotNull(FPSCameraScript, "Missing FPS Camera Object");

        CameraFollowScript = camera.GetComponent <CameraFollow>();
        Assert.IsNotNull(CameraFollowScript, "Missing Camera Follow Object");

        Assert.IsNotNull(GroundTireMaterial, "ContactMaterial Tire Ground is missing");

        FrictionSlider.value = GroundTireMaterial.FrictionCoefficients[0];
    }
Пример #8
0
        private static bool Prefix(FPSCamera __instance)
        {
            bool vis = false;

            if (VRConfig.configUseControllers.Value)
            {
                //Used for throwing weapons
                __instance.CameraRayDir = HMD.GetVRInteractionLookDir();

                RaycastHit hit;
                if (Physics.Raycast(Controllers.GetAimFromPos(), Controllers.GetAimForward(), out hit, 50f, LayerManager.MASK_CAMERA_RAY))
                {
                    __instance.CameraRayPos      = hit.point;
                    __instance.CameraRayCollider = hit.collider;
                    __instance.CameraRayNormal   = hit.normal;
                    __instance.CameraRayObject   = hit.collider.gameObject;
                    __instance.CameraRayDist     = hit.distance;
                    if (FPSCamera.FriendlyTargetVisAllowed && hit.collider.gameObject.layer == LayerManager.LAYER_PLAYER_SYNCED)
                    {
                        vis = true;
                    }
                }
                else
                {
                    __instance.CameraRayPos      = Controllers.GetAimFromPos() + Controllers.GetAimForward() * 50f;
                    __instance.CameraRayCollider = null;
                    __instance.CameraRayNormal   = -Controllers.GetAimForward();
                    __instance.CameraRayObject   = null;
                    __instance.CameraRayDist     = 0.0f;
                }
            }
            GuiManager.CrosshairLayer.SetFriendlyTargetVisible(vis);
            return(false);
        }
Пример #9
0
    public override void Interaction()
    {
        m_Player      = FindObjectOfType <Player>();
        m_Bending     = FindObjectOfType <Bending>();
        m_Crouching   = FindObjectOfType <Crouching>();
        m_FPSCamera   = FindObjectOfType <FPSCamera>();
        m_Interaction = FindObjectOfType <Interaction>();

        m_Player.enabled      = false;
        m_Bending.enabled     = false;
        m_Crouching.enabled   = false;
        m_FPSCamera.enabled   = false;
        m_Interaction.enabled = false;

        m_AudioSource.Play();
        letter.SetActive(true);
        meshRenderer.enabled = false;
        if (!alreadyActivated)
        {
            for (int i = 0; i < objectToActivateBefore.Length; i++)
            {
                objectToActivateBefore[i].Interaction();
            }
        }
    }
Пример #10
0
        public void Generate()
        {
            // Create our camera
            Camera          = new FPSCamera(this);
            Camera.Position = new Vector3(128, 10, 128);
            Components.Add(Camera);

            // Create our Plane Primitive
            groundPlane          = new Plane(this, 256, 256, Camera);
            groundPlane.FillMode = FillMode.Solid;
            Components.Add(groundPlane);

            // Create some input actions to move around the ground with
            var inputActions = new List <InputAction>
            {
                new InputAction("Left", Buttons.LeftThumbstickLeft, Keys.A),
                new InputAction("Right", Buttons.LeftThumbstickLeft, Keys.D),
                new InputAction("Forward", Buttons.LeftThumbstickLeft, Keys.W),
                new InputAction("Backward", Buttons.LeftThumbstickLeft, Keys.S),
            };

            // Add these input actions to our Input Handler
            InputHandler.Commands.AddRange(inputActions);

            Run();
        }
Пример #11
0
    private void Awake()
    {
        cam  = this;
        cam_ = this.GetComponent <Camera>();

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;
    }
Пример #12
0
        private void SetCamera()
        {
            // Cambio el farPlane
            D3DDevice.Instance.Device.Transform.Projection = TGCMatrix.PerspectiveFovLH(D3DDevice.Instance.FieldOfView, D3DDevice.Instance.AspectRatio,
                                                                                        D3DDevice.Instance.ZNearPlaneDistance, D3DDevice.Instance.ZFarPlaneDistance * 10f).ToMatrix();

            Camera = new FPSCamera(this, Player, Player.RelativeEyePosition);
        }
Пример #13
0
 void Start()
 {
     hasScanned = false;
     camscript  = fpscam.GetComponent <FPSCamera>();
     laser      = Instantiate(laserPrefab);
     toggle     = eventsystem.GetComponent <Toggle>();
     // 2
     laserTransform = laser.transform;
 }
Пример #14
0
 private void Start()
 {
     if (player != null)
     {
         m_ScriptPlayer      = player.GetComponent <Player>();
         m_ScriptCamera      = player.GetComponentInChildren <FPSCamera>();
         m_ScriptInteraction = player.GetComponentInChildren <Interaction>();
     }
 }
Пример #15
0
 public void Init()
 {
     Profiler.maxNumberOfSamplesPerFrame = -1;
     standard = Camera.main.GetComponent<StandardCamera>();
     topDown = Camera.main.GetComponent<TopDownCamera>();
     rts = Camera.main.GetComponent<RTSCamera>();
     fps = Camera.main.GetComponent<FPSCamera>();
     
     SwitchToCamera(PlayerPrefs.GetInt(CameraSettings.Instance.CAMERA_TYPE));
 }
Пример #16
0
    public void Init()
    {
        Profiler.maxNumberOfSamplesPerFrame = -1;
        standard = Camera.main.GetComponent <StandardCamera>();
        topDown  = Camera.main.GetComponent <TopDownCamera>();
        rts      = Camera.main.GetComponent <RTSCamera>();
        fps      = Camera.main.GetComponent <FPSCamera>();

        SwitchToCamera(PlayerPrefs.GetInt(CameraSettings.Instance.CAMERA_TYPE));
    }
Пример #17
0
 void Start()
 {
     animator  = this.GetComponent <Animator>();
     character = this.GetComponent <CharacterSystem>();
     if (headCamera == null)
     {
         FPSCamera fpscam = this.GetComponentInChildren <FPSCamera>();
         headCamera = fpscam.gameObject.transform;
     }
 }
Пример #18
0
        public static void UpdateVRCameraTransform(FPSCamera fpsCamera)
        {
            if (!FocusStateManager.CurrentState.Equals(eFocusState.InElevator))
            {
                fpsCamera.transform.position = HMD.GetWorldPosition();
            }

            fpsCamera.m_camera.transform.parent.localRotation = Quaternion.Euler(HMD.GetVRCameraEulerRelativeToFPSCameraParent());
            fpsCamera.UpdateCameraRay();
        }
Пример #19
0
        protected override void Initialize()
        {
            GL.ClearColor(.25f, .30f, .35f, 1f);
            Mouse.ShouldCenterMouse = true;
            Mouse.CursorVisible     = false;
            GL.CullFace(CullFaceMode.Back);
            GL.Enable(EnableCap.CullFace);

            testTexture = Content.Load <Texture2D> ("testWoodDiffuse.jpg", TextureConfiguration.Linear);
            var normal = Content.Load <Texture2D> ("testWoodNormal.jpg", TextureConfiguration.Linear);
            var res    = new Resolution {
                Width = Configuration.Width, Height = Configuration.Height
            };

            camera = new FPSCamera(60f, res, Mouse, Keyboard);
            camera.Camera.SetAbsolutePosition(new Vector3(0, 0, 2));
            camera.MouseRotation.X = MathHelper.DegreesToRadians(180);
            var obj  = Content.LoadMultiple <Geometry> ("plane.obj");
            var rand = new Random();

            foreach (Geometry geom in obj)
            {
                //geom.Material = new Material (new Color4((byte) rand.Next(0, 255), (byte) rand.Next (0, 255), (byte) rand.Next (0, 255), 255), testTexture, normal, 32, 16);
                geom.Material = new Material(Color4.White, null, null, 32, 16);
                models.Add(new Model(geom));
            }

            /*this.RenderingPipeline.AddDirectionalLight (new DirectionalLight {
             *      @base = new BaseLight {
             *              Color = new Vector3 (1f),
             *              Intensity = 1f,
             *      },
             *      direction = new Vector3 (0, 1, -1)
             * });*/

            Func <Random, float, float, float> randPos = (rnd, min, max) => min + (float)rnd.NextDouble() * (max - min);

            for (int i = 0; i < 64; i++)
            {
                this.RenderingPipeline.AddPointLight(new PointLight {
                    @base = new BaseLight {
                        Color     = new Vector3((float)rand.NextDouble(), (float)rand.NextDouble(), (float)rand.NextDouble()),
                        Intensity = .25f
                    },
                    atten = new Attenuation {
                        constant = 2f,
                        exponent = .5f,
                        linear   = 1f,
                    },
                    position = new Vector3(randPos(rand, -5, 5), randPos(rand, .125f, .75f), randPos(rand, -5, 5)),
                });
            }

            base.Initialize();
        }
Пример #20
0
 static void Postfix(FPSCamera __instance, PlayerAgent ___m_owner)
 {
     if (!PlayerVR.VRSetup)
     {
         return;
     }
     if (VRSettings.VR_TRACKING_TYPE.Equals(TrackingType.PositionAndRotation) && !FocusStateManager.CurrentState.Equals(eFocusState.InElevator))
     {
         __instance.Position = ___m_owner.PlayerCharacterController.SmoothPosition + HMD.GetPosition();
     }
 }
Пример #21
0
        protected override void Initialize()
        {
            GameUtilities.Content        = Content;
            GameUtilities.GraphicsDevice = GraphicsDevice;

            _debug.Initialize();

            MainCamera = new FPSCamera(this, new Vector3(0, 100, 200), Vector3.Zero, 40f, 10f);

            base.Initialize();
        }
Пример #22
0
        static void Postfix(FPSCamera __instance)
        {
            if (!PlayerVR.VRSetup)
            {
                return;
            }
            Vector3 euler = __instance.m_camera.transform.parent.localEulerAngles;

            euler.z = HMD.GetVRCameraEulerRotation().z;
            __instance.m_camera.transform.parent.localRotation = Quaternion.Euler(euler);
        }
Пример #23
0
        public ExampleScene(GameWindow window)
            : base(typeof(PointCloud))
        {
            this.Cameras.Add(camera = new FPSCamera()
            {
                Velocity = 3
            });
            this.Components.Add(pointCloud = new PointCloud());

            camera.Initialize(window);
        }
Пример #24
0
        private void AppendVRComponents()
        {
            if (m_currentFPSCameraRef == null || m_currentPlayerAgentRef == null)
            {
                Log.Warning("Tried to spawn player but FPS camera or playeragent ref was null, this should never happen! Falling back to FindObjectOfType");
                m_currentFPSCameraRef   = FindObjectOfType <FPSCamera>();
                m_currentPlayerAgentRef = m_currentFPSCameraRef.m_owner;
            }

            m_player = m_currentFPSCameraRef.gameObject.AddComponent <VRPlayer>();
            m_player.Setup(m_currentFPSCameraRef, m_currentPlayerAgentRef);
        }
Пример #25
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            camera         = new FPSCamera(GraphicsDevice.Viewport);
            FPS_Counter_On = config.SettingGroups["DebugFeatures"].Settings["FPSCounterOn"].GetValueAsBool();

            // Comment this to remove the framerate counter
            if (FPS_Counter_On == true)
            {
                Components.Add(new FrameRateCounter(this));
            }

            base.Initialize();
        }
Пример #26
0
    void Start()
    {
        targetRotation = transform.rotation;
        if (GetComponent<Rigidbody>())
            rBody = GetComponent<Rigidbody>();
        else
            Debug.LogError("The character needs a rigidbody.");

        forwardInput = turnInput = jumpInput = 0;
        standardCam = Camera.main.GetComponent<StandardCamera>();
        fpsCam = Camera.main.GetComponent<FPSCamera>();
        fpsCam.enabled = false;
    }
Пример #27
0
        private static void Postfix(FPSCamera __instance)
        {
            if (!FocusStateManager.CurrentState.Equals(eFocusState.InElevator))
            {
                __instance.Position = HMD.GetWorldPosition();
            }

            Vector3 euler = __instance.m_camera.transform.parent.localEulerAngles;

            euler.z = HMD.GetVRCameraEulerRelativeToFPSCameraParent().z;
            __instance.m_camera.transform.parent.localRotation = Quaternion.Euler(euler);
            __instance.UpdateFlatTransform();
        }
Пример #28
0
        private static void Postfix(FPSCamera __instance)
        {
            // Repeat position inject or the transforms will get out of sync (Unity transform handling mumbo jumbo ensues, frame later or frame behind tracking)
            if (!FocusStateManager.CurrentState.Equals(eFocusState.InElevator))
            {
                __instance.Position = HMD.GetWorldPosition();
            }

            Vector3 euler = HMD.GetVRCameraEulerRelativeToFPSCameraParent();

            __instance.m_pitch = euler.x;
            __instance.m_yaw   = euler.y;
        }
Пример #29
0
 private static void Postfix(FPSCamera __instance, ref Vector3 __result)
 {
     if (!VRConfig.configUseControllers.Value)
     {
         return;
     }
     if (useInteractionControllersPosition)
     {
         __result = HMD.GetVRInteractionFromPosition();
     }
     if (useControllerPosition)
     {
         __result = Controllers.GetAimForward();
     }
 }
Пример #30
0
        public void Setup(FPSCamera camera, PlayerAgent agent)
        {
            FpsCamera   = camera;
            PlayerAgent = agent;

            m_origin = new GameObject("Origin").AddComponent <PlayerOrigin>();
            m_origin.Setup(PlayerAgent);
            m_snapTurn = gameObject.AddComponent <Snapturn>();
            m_snapTurn.Setup(m_origin);

            gameObject.AddComponent <VRWorldSpaceUI>();

            m_movementVignette = gameObject.AddComponent <MovementVignette>();
            m_movementVignette.Setup(agent.Locomotion, GetComponent <PostProcessingBehaviour>());

            m_weaponRadial = gameObject.AddComponent <WeaponRadialMenu>();
            m_weaponRadial.Setup(m_origin.transform);

            m_weaponAmmoHolo = gameObject.AddComponent <WeaponAmmoHologram>();
            m_weaponAmmoHolo.Setup();

            GameObject laserPointer = new GameObject("LaserPointer");

            m_pointer = laserPointer.AddComponent <LaserPointer>();


            m_fade = FpsCamera.gameObject.AddComponent <CollisionFade>();
            m_fade.Setup(PlayerAgent);

            FpsCamera.gameObject.AddComponent <SteamVR_Camera>();
            FpsCamera.gameObject.AddComponent <VRRendering>();
            FpsCamera.gameObject.AddComponent <SteamVR_Fade>();

            m_watch = Instantiate(VRAssets.GetWatchPrefab(), Vector3.zero, Quaternion.identity, null).AddComponent <Watch>();
            m_watch.Setup(m_origin.transform);

            m_haptics = gameObject.AddComponent <Haptics>();
            m_haptics.Setup();

            m_bhapticsIntegration = gameObject.AddComponent <BhapticsIntegration>();
            m_bhapticsIntegration.Setup(agent);

            PlayerLocomotionEvents.OnPlayerEnterLadder += PlayerEnteredLadder;
            SteamVR_Events.NewPosesApplied.Listen(new Action(OnNewPoses));
            VRConfig.configLightResMode.SettingChanged += LightResChanged;

            RefreshClusteredRenderingResolution();
        }
Пример #31
0
        /// <summary>
        /// Move camera according to rotation angle and zoom factor
        /// </summary>
        private void UpdateCamera()
        {
            this.aspectRatio =
                (float)this.GraphicsDevice.PresentationParameters.BackBufferWidth /
                this.GraphicsDevice.PresentationParameters.BackBufferHeight;

            camera = new FPSCamera(this.aspectRatio, this.lookAt)
            {
                Position = this.posCamera,
                Zoom     = this.zoomCamera,
                Pitch    = this.pitchCamera,
                Yaw      = this.yawCamera
            };
            this.viewMatrix       = camera.getViewMatrix;
            this.projectionMatrix = camera.getProjectionMatrix;
        }
Пример #32
0
        public void Update()
        {
            if (Input.GetKeyDown(KeyCode.F1))
            {
                if (!FreecamEnabled)
                {
                    FPSCameraHolder fpsCamHolder = GameObject.FindObjectOfType <FPSCameraHolder>();
                    FPSCamera       fpsCamera    = GameObject.FindObjectOfType <FPSCamera>();
                    //fpsCamera.gameObject.transform.GetChild(1)?.gameObject.SetActive(false);

                    //UI_Apply ui = GameObject.FindObjectOfType<UI_Apply>();
                    //ui.enabled = false;

                    //fpsCamHolder.m_flatTrans.gameObject.SetActive(false);

                    player                   = fpsCamHolder.m_owner.gameObject;
                    PlayerLocomotion         = player.GetComponent <PlayerLocomotion>();
                    PlayerLocomotion.enabled = false;
                    //Global.EnemyPlayerDetectionEnabled = false;
                }
                else
                {
                    //FPSCameraHolder fpsCam = GameObject.FindObjectOfType<FPSCameraHolder>();
                    //fpsCam.m_flatTrans.gameObject.SetActive(true);
                    //
                    //FPSCamera fpsCamera = GameObject.FindObjectOfType<FPSCamera>();
                    //fpsCamera.gameObject.transform.GetChild(1)?.gameObject.SetActive(true);


                    PlayerLocomotion.enabled = true;
                    //Global.EnemyPlayerDetectionEnabled = true;

                    //UI_Apply ui = GameObject.FindObjectOfType<UI_Apply>();
                    //ui.enabled = true;
                }
                FreecamEnabled = !FreecamEnabled;
                FreecamMain.log.LogMessage(FreecamEnabled == true ? "Freecam Enabled" : "Freecam Disabled");
            }


            if (FreecamEnabled)
            {
                UpdateMovement();
                PlayerLocomotion.m_owner.m_movingCuller.UpdatePosition(player.transform.position);
                PlayerLocomotion.m_owner.Sync.SendLocomotion(PlayerLocomotion.m_currentStateEnum, player.transform.position, PlayerLocomotion.m_owner.FPSCamera.Forward, 0, 0);
            }
        }
Пример #33
0
 /// <summary>
 ///     Modo: CameraMode
 /// </summary>
 private void radioButtonCameraMode_CheckedChanged(object sender, EventArgs e)
 {
     if (radioButtonCameraMode.Checked)
     {
         unselectAllModes(radioButtonCameraMode);
         currentState = GuiState.CameraMode;
         FPSCamera.SetCamera(BasicCamera.Position, BasicCamera.LookAt);
         editor.Camera       = FPSCamera;
         cameraSpeed.Enabled = true;
     }
     else
     {
         BasicCamera.SetCamera(FPSCamera.Position, FPSCamera.LookAt);
         editor.Camera       = BasicCamera;
         cameraSpeed.Enabled = false;
     }
 }
Пример #34
0
    public void InitializeSettings()
    {
        camera = Camera.main.GetComponent<FPSCamera>();

        yOffsetField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_LOCAL_Y_OFFSET);
        int useSmoothLook = PlayerPrefs.GetInt(CameraSettings.Instance.FPS_USE_SMOOTH_LOOK);
        if (useSmoothLook == 0)
        	useSmoothLookField.isOn = false;
        else {
        	useSmoothLookField.isOn = true;
        }
        smoothLookTimeField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_SMOOTH_LOOK_TIME);
        xSensitivityField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_X_LOOK_SENSITIVITY);
        ySensitivityField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_Y_LOOK_SENSITIVITY);
		int useBounce = PlayerPrefs.GetInt(CameraSettings.Instance.FPS_USE_BOUNCE);
        if (useBounce == 0)
        	useBounceField.isOn = false;
        else {
        	useBounceField.isOn = true;
        }
        bounceFrequencyField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_BOUNCE_FREQUENCY);
        bounceAmplitudeField.value = PlayerPrefs.GetFloat(CameraSettings.Instance.FPS_BOUNCE_AMPLITUDE);
    }
Пример #35
0
		protected override void Initialize ()
		{
			this._aspectRatio = Simulation3D.Form.pictureBoxSurface.Width / Simulation3D.Form.pictureBoxSurface.Height;
			camera = new FPSCamera ( this._aspectRatio, this._lookAt );
			
			base.Initialize ();
		}
Пример #36
0
		/// <summary>
		/// Move Camera according to rotation angle and zoom factor.
		/// </summary>
		private void UpdateCamera()
		{
			this._aspectRatio =
				(float) this.GraphicsDevice.PresentationParameters.BackBufferWidth /
				this.GraphicsDevice.PresentationParameters.BackBufferHeight;

			camera = new FPSCamera ( this._aspectRatio, this._lookAt );
			camera.Position = this._posCamera;
			camera.Zoom = this._zoomCamera;
			camera.Pitch = this._pitchCamera;
			camera.Yaw = this._yawCamera;
			this._viewMatrix = camera.getViewMatrix;
			this._projectionMatrix = camera.getProjectionMatrix;
		}