Пример #1
0
 void Start()
 {
     col    = GetComponent <Collider>();
     camRig = GameObject.FindGameObjectWithTag("Player").GetComponent <OVRCameraRig>();
     gun    = camRig.GetComponentInChildren <Gun>();
     input  = GetComponent <IInput>();
 }
        protected EasingFunction.Function easingFunction; // cached at every execute

        override public void Execute(string eventName)
        {
            if (what == null)
            {
                what = eventSource;
            }

            if (targetRotation == null)
            {
                targetRotation = transform;
            }

            rbToMove       = what.GetComponent <Rigidbody>();
            camRig         = what.GetComponentInChildren <OVRCameraRig>();
            easingFunction = EasingFunction.GetEasingFunction(easing);
            startRotation  = what.transform.rotation;
            endRotation    = targetRotation.rotation;
            if (camRig != null)
            {
                startRigRotation = Quaternion.Euler(OVRManager.instance.headPoseRelativeOffsetRotation);
                Quaternion startCamRotation = camRig.GetComponentInChildren <Camera>().transform.rotation;
                startRotation = camRig.GetComponentInChildren <Camera>().transform.rotation;
                Quaternion diff  = targetRotation.rotation * Quaternion.Inverse(startCamRotation);
                Quaternion diff2 = Quaternion.Inverse(startCamRotation) * targetRotation.rotation;
                endRotation = diff * startRotation;
            }

            // direct test
            OVRManager.instance.headPoseRelativeOffsetRotation = Vector3.zero;
            what.transform.rotation = endRotation;
            //return;

            //startTime = Time.time;

            // Apply immediately

            /*if (duration < 0.00001f)
             * {
             *  ApplyProgress(1);
             * }*/
        }
Пример #3
0
 private void Start()
 {
     // Get Camera Rig
     camRig = FindObjectOfType <OVRCameraRig>();
     cam    = camRig.GetComponentInChildren <Camera>(false).gameObject;
     rbCam  = cam.GetComponent <Rigidbody>();
     if (rbCam == null)
     {
         rbCam             = cam.AddComponent <Rigidbody>();
         rbCam.isKinematic = true;
     }
 }
Пример #4
0
    // Use this for initialization
    void Start()
    {
        string jsonPath = Path.Combine(Application.streamingAssetsPath, mapJsonFile);

        print(jsonPath);
        if (File.Exists(jsonPath))
        {
            // Read the json from the file into a string
            string dataAsJson = File.ReadAllText(jsonPath);
            // Pass the json to JsonUtility, and tell it to create a GameData object from it
            mapData = JsonUtility.FromJson <Map>(dataAsJson);
        }
        else
        {
            print("error on reading json file");
        }

        Room prevRoom = Instantiate(startRoom, level);
        // instantiate player
        OVRCameraRig  player     = Instantiate(playerPrefab, playerSpawn.position, playerSpawn.rotation);
        ArcTeleporter teleporter = Instantiate(teleporterPrefab);

        teleporter.objectToMove = player.transform;
        teleporter.GetComponent <TallRaycaster>().trackingSpace = player.GetComponentInChildren <Transform>();

        // generate rooms
        for (int i = 0; i < mapData.rooms.Length; i++)
        {
            // room type is middle room unless this is last room
            Room roomType = (i == mapData.rooms.Length - 1) ? endRoom : middleRoom;

            RoomContent rc = mapData.rooms[i];

            Room currentRoom = Instantiate(roomType, level);

            // get the previous exit and this entrance
            Transform prevExit     = prevRoom.exits[prevRoom.exits.Length - 1];
            Transform roomEntrance = currentRoom.exits[0];

            // calculate world offset based on previous exit

            currentRoom.transform.rotation = new Quaternion(roomEntrance.rotation.x - prevExit.rotation.x,
                                                            roomEntrance.rotation.y - (prevExit.rotation.y + 180),
                                                            roomEntrance.rotation.z - prevExit.rotation.z,
                                                            roomEntrance.rotation.w - prevExit.rotation.w);
            currentRoom.transform.position = prevExit.position - currentRoom.transform.rotation * roomEntrance.localPosition;

            //room is created, fill with content
            for (int j = 0; j < rc.imagePaths.Length && j < currentRoom.paintingSpawns.Length; j++)
            {
                Texture2D  texture = loadImage(new Vector2(100, 100), Path.Combine(Application.streamingAssetsPath, rc.imagePaths[j]));
                GameObject prefab  = Instantiate(paintingPrefab, currentRoom.paintingSpawns[j].position, currentRoom.paintingSpawns[j].rotation);
                prefab.GetComponent <Renderer>().material.mainTexture = texture;
            }

            currentRoom.SetAudio(rc.audioPath);

            GameObject tmp = Instantiate(textMeshPro, currentRoom.textSpawn.position, currentRoom.textSpawn.rotation);
            tmp.GetComponent <TMPro.TextMeshPro>().text = rc.text;

            // instanstiate room
            prevRoom = currentRoom;
        }
    }