Пример #1
0
    protected override void Awake()
    {
        base.Awake();

        sprites = Resources.LoadAll <Sprite>("photo");

        for (int i = 0; i < sprites.Length; i++)
        {
            ImageScript imagescript = Instantiate(baseImageCell, content.transform).GetComponent <ImageScript>();
            imagescript.image += OnClickIcon;
        }

        tempImage = content.transform.GetComponentsInChildren <Image>();

        for (int i = 0; i < sprites.Length; i++)
        {
            tempImage[i + 1].sprite         = sprites[i];
            tempImage[i + 1].preserveAspect = true;
        }
        float cellHeight = (gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y) * (sprites.Length / gridLayoutGroup.constraintCount)
                           + gridLayoutGroup.padding.top + gridLayoutGroup.padding.bottom;

        scrollRect.content.sizeDelta = new Vector2(0, cellHeight);
    }
    public IEnumerator Start()
    {
        speedLevelMax = speeds.Length;
          weaponTypeMax = weapons.Length;

        if (explosionPool == null)   Debug.LogError("You must populate 'explosionPool' with the corresponding object pool located in 'ObjectPools Container'", gameObject);
        if (weapons.Length <= 0) Debug.LogError("You must populate 'weapons'", gameObject);

        myTr = transform;									// We will now use "myTr" instead of "transform"
        mySpriteRdr = myTr.GetComponent<SpriteRenderer>();	// Same as above, we will now use "mySpriteRdr"

        // Reference player's exhaust transform. 'GameObject.Find("PlayerExhaust")' will return the game object named 'Exhaust', which is a child of 'Player'
        myExhaustGo = GameObject.Find("PlayerExhaust"); // (cache component)
        myExhaustTr = myExhaustGo.transform; 			// (cache component)

        // Turn on image
        image = GetComponentInChildren<ImageScript> ();
        image.enabled = true;
        image.wakeUpImage ();
        imgTr = image.imgTr;

        cam = Camera.main; //Get the camera
        mainScript = cam.GetComponent<MainScript>(); // Find MainScript from the camer

        camTr = cam.transform; //Get the camera's transform;
        imgTr.parent = camTr;
        myTr.localPosition = new Vector3 (-1.0f, myTr.localPosition.y, myTr.localPosition.z);

        canMove = true; 			// Can now move
        speed = speeds [speedLevel];

        PrevInputAxis2 = Vector2.zero;
        bringToggled = true;
        fireToggled = true;
          firingLock = false;
        firing = false;

        chargeBarTr = GameObject.Find ("UI_ChargeBar").transform;
        chargeBarSize = Camera.main.aspect * 200f;
        chargeBarSize -= uiScoreScript.pixelLeftSize;
        chargeBarSize -= uiScoreScript.pixelRightSize;
        leftBound = uiScoreScript.screenLeftBound;
        rightBound = uiScoreScript.screenRightBound;

        yield return null;

        if (camScrollVertical == true) {
            image.mySpriteRdr.sprite = playerVertical;
            mySpriteRdr.sprite = playerVertical;
        }
          canShoot = true;
    }
Пример #3
0
    /// <summary>
    /// The Unity Update method.
    /// </summary>
    public void Update()
    {
        // Exit the app when the 'back' button is pressed.
        if (Input.GetKey(KeyCode.Escape))
        {
            Application.Quit();
        }

        // Only allow the screen to sleep when not tracking.
        if (Session.Status != SessionStatus.Tracking)
        {
            Screen.sleepTimeout = SleepTimeout.SystemSetting;
        }
        else
        {
            Screen.sleepTimeout = SleepTimeout.NeverSleep;
        }
        //initialize picture and score
        img.texture    = textures[list[PicNumb]];
        scoretext.text = trueScore.ToString();
        timertext.text = falseScore.ToString();
        PlayerPrefs.SetInt("True Score", trueScore);
        PlayerPrefs.SetInt("False Score", falseScore);
        if (PicNumb == 5)
        {
            //

            gameover();
        }
        // Get updated augmented images for this frame.
        Session.GetTrackables <AugmentedImage>(
            m_TempAugmentedImages, TrackableQueryFilter.Updated);

        // Create visualizers and anchors for updated augmented images that are tracking and do
        // not previously have a visualizer. Remove visualizers for stopped images.
        foreach (var image in m_TempAugmentedImages)
        {
            ImageScript visualizer = null;
            m_Visualizers.TryGetValue(image.DatabaseIndex, out visualizer);
            if (image.TrackingState == TrackingState.Tracking && visualizer == null && image.TrackingMethod == AugmentedImageTrackingMethod.FullTracking)
            {
                // Create an anchor to ensure that ARCore keeps tracking this augmented image.
                Anchor anchor = image.CreateAnchor(image.CenterPose);
                visualizer = (ImageScript)Instantiate(
                    AugmentedImageVisualizerPrefab, anchor.transform);
                visualizer.Image = image;
                m_Visualizers.Add(image.DatabaseIndex, visualizer);
                //check if the picture match the image
                if (image.DatabaseIndex == list[PicNumb])
                {
                    trueScore++;
                    AnswerImage[PicNumb].sprite = AnswerSprite[1];
                    PicNumb++;
                }
                else if (image.DatabaseIndex != list[PicNumb])
                {
                    falseScore++;
                    AnswerImage[PicNumb].sprite = AnswerSprite[0];
                    PicNumb++;
                }
            }
            else if (image.TrackingMethod == AugmentedImageTrackingMethod.LastKnownPose && visualizer != null)
            {
                m_Visualizers.Remove(image.DatabaseIndex);
                GameObject.Destroy(visualizer.gameObject);
            }
        }

        // Show the fit-to-scan overlay if there are no images that are Tracking.
        foreach (var visualizer in m_Visualizers.Values)
        {
            if (visualizer.Image.TrackingState == TrackingState.Tracking)
            {
                FitToScanOverlay.SetActive(false);
                return;
            }
        }

        FitToScanOverlay.SetActive(true);
    }
Пример #4
0
 /// <summary>
 /// Inicialización de los componentes de Text y la imagen que se superpone al ser golpeado
 /// </summary>
 void Start()
 {
     text = GameObject.Find ("Text").GetComponent<TextScript> ();
     image = GameObject.Find ("Image").GetComponent<ImageScript> ();
 }