// Update is called once per frame void Update() { RaycastHit hit = new RaycastHit(); Vector3 forward = Reticle.getInstance().transform.TransformDirection(Vector3.forward); // Create the ray that will be casted straight into the screen. It's origin is the coordinates // of the reticle after a click is detected. The destination is our forward vector. Ray castedRay = new Ray(Reticle.getInstance().transform.position, forward); // Check if the raycast hit anything, if so, acquire the game object that it hit using the 'out' struct. if (Physics.Raycast(castedRay, out hit)) { // Acquire the game object information from the object that is hit. This allows for anybody // to query getObjectHitByRay() each frame for access to that object. This will be further used to // cycle textures. if (hit.collider.gameObject != null) { mLastObjectHit = hit.collider.gameObject; } } // Reset the last object hit reference each frame that nothing was hit. else { mLastObjectHit = null; } }
protected virtual void OnEnable() { //get recoil clip length, show it in inspector to compare with fire rate RuntimeAnimatorController rac = modelAnimator.runtimeAnimatorController; for (int i = 0; i < rac.animationClips.Length; i++) { if (rac.animationClips[i].name == "Recoil") { recoilAnimTime = rac.animationClips[i].length; break; } } fireRate = 1f / ((float)fireSpeed / 60f); recoilEffect.SetUp(this.transform.localRotation); gunAudio = GetComponent <AudioSource>(); fireTimer = 0f; currentAmmo = magazineSize; //ammoLeft = magazineSize * 4; //when pick up a new gun, there are 5 cartridge ammo isReloading = false; UpdateAmmoUI(); reticle = Camera.main.GetComponent <Reticle>(); }
void Start() { vr = OpenVR.IsHmdPresent(); seated = OpenVR.ChaperoneSetup == null; // FIXME Currently no Chaperone / SteamVR support seated = true; if (VRControls == null) { VRControls = GameObject.Find("VR Controls"); } if (MainMenuControls == null) { MainMenuControls = GameObject.Find("Main Menu Controls"); } if (InGameControls == null) { InGameControls = GameObject.Find("In-Game Controls"); } if (Reticle == null) { Reticle = GameObject.Find("Reticle").GetComponent <Reticle>(); } // Fix level select height displacement if (vr) { MainMenuControls.transform.localPosition = new Vector3( 0f, 0.5f, 0f ); } //InGameControls.transform.parent = Camera.main.transform; inGameButtons = new FloatingButton[InGameControls.transform.childCount]; for (int i = 0; i < inGameButtons.Length; i++) { Transform childTransform = InGameControls.transform.GetChild(i); FloatingButton button = childTransform.GetComponent <FloatingButton>(); if (button == null) { continue; } inGameButtons[i] = button; button.ScaleFadeSpeed = 0f; } InGameControls.SetActive(false); SimpleSmoothMouseLook mouseLook = Camera.main.GetComponent <SimpleSmoothMouseLook>(); if (mouseLook != null) { mouseLook.enabled = !vr; } SwitchLevel(null); }
/// <summary> /// Step 2: Add and configure scene UI objects. Currently, this should only be run when /// configuring the player /// </summary> /// <param name="rMotionController"></param> protected virtual void SetupSceneUI(MotionController rMotionController) { string lProgressTitle = "Configuring Scene Objects (Step 2 of 6)"; float lProgressAmount = 2f / 6f; EditorUtility.DisplayProgressBar(lProgressTitle, "Base scene objects", lProgressAmount); GameObject lUIContainer = UISetupHelper.GetUIContainer(); if (lUIContainer == null) { return; } if (UseReticle && ReticlePrefab != null) { Reticle lReticle = FindObjectOfType <Reticle>(); if (lReticle == null) { lReticle = Instantiate(ReticlePrefab); lReticle.name = ReticlePrefab.name; lReticle.transform.SetParent(lUIContainer.transform); lReticle.transform.Reset(); } lReticle.IsVisible = ReticleStartVisible; } if (UsePlayerHUD) { Canvas lSceneCanvas = lUIContainer.GetComponentInChildren <Canvas>(); SetupPlayerHUD(rMotionController, lSceneCanvas); } }
void Awake() { HideTarget(); // find reticle reticle = FindObjectOfType <Reticle>(); if (reticle == null) { Debug.LogError("Reticle not found in the scene."); } if (showArc) { // get line renderer line = target.GetComponent <LineRenderer>(); if (line == null) { Debug.LogError("Line Renderer not found on the target."); } // set number of arc points line.positionCount = arcPointCount; arcPoints = new Vector3[arcPointCount]; } }
//deactivate a reticle residing in a target public void DeactivateFromTarget(Transform target) { //look for it Reticle r = target.GetComponentInChildren <Reticle>(); if (r != null) { for (int i = 0; i < mActiveReticles.Count; i++) { ReticleHolder rh = mActiveReticles[i]; EntityBase e = rh.targettedEntity; if (rh.reticle == r) { //cache the reticle r.transform.parent = transform; r.gameObject.SetActiveRecursively(false); if (e != null) { e.FlagsRemove(Entity.Flag.Targetted); e.OnTargetted(false); } mActiveReticles.RemoveAt(i); break; } } } }
/// <summary> /// Makes bad stuff happen /// </summary> /// <param name="BadStuffCategories">The categories of which bad stuff happens - "Typing", "Targeting", or "Moving"</param> public void BadStuffHappens(params string[] BadStuffCategories) { if (HitPoints <= 0) { return; } var chosenCategory = new System.Random().Next(0, BadStuffCategories.Length); switch (BadStuffCategories[chosenCategory]) { case "Targeting": Reticle.BadStuffHappens(); break; case "Typing": GameManager.AlphabetManager.BadStuffHappens(); Debug.Log("Make bad stuff happen to typing."); break; case "Moving": if (lastBadStuffTime < Time.time - 0.1f) // For some reason, this fires like, 3 times at once { playerSpeedModifiers.Enqueue(Time.time + slowdownDuration); lastBadStuffTime = Time.time; Debug.Log("Player slowdowns: " + playerSpeedModifiers.Count); ChangeColor(); } break; default: Debug.Log("Bad stuff happened while making bad stuff happen. Or just lose HP."); break; } }
void Start() { cameraTransform = Camera.main.transform; mTransitionManager = FindObjectOfType <TransitionManager>(); mReticle = FindObjectOfType <Reticle>(); GetComponent <Renderer>().material = nonFocusedMaterial; }
void PlaySound(AudioClip s) { AudioSource a = Reticle.getInstance().GetComponent <AudioSource> (); a.clip = s; a.Play(); }
virtual public void WhipItOut() { MakeVisible(); weaponRotLocked = false; transform.Rotate(0, 0, Random.Range(0, 361)); myReticleObject = GameObject.Instantiate(reticleObject, owner.transform.position, Quaternion.identity); reticles = new List <Reticle>(); reticle = myReticleObject.GetComponent <Reticle>(); reticle.GetComponent <SpriteRenderer>().color = new Color(owner.my_color.r, owner.my_color.g, owner.my_color.b, .5f); reticle.cordX = owner.cordX; reticle.cordY = owner.cordY; owner.aiming = true; Vector3 tempPosition; tempPosition = new Vector3(owner.transform.position.x, owner.transform.position.y, owner.transform.position.z); //move reticle in direction of closest enemy by default AutoAim(); Vector3 vectorToTarget = reticle.transform.position - transform.position; float angle = (Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg) + 90; Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward); transform.rotation = Quaternion.Slerp(transform.rotation, q, 1); }
protected virtual void OnEnable() { if (string.IsNullOrEmpty(DisplayText)) { SetDefaultDisplayText(); } mHasRequiredPacks = CheckRequiredMotionPacks(); // If there are no saved preferences for certain prefabs, load the default ones if (CombatantHealthBarPrefab == null) { CombatantHealthBarPrefab = Resources.Load <BasicCombatantHUD>("UI/Combatant HUD"); } if (PlayerHealthBarPrefab == null) { PlayerHealthBarPrefab = Resources.Load <BasicCombatantHUD>("UI/Player HUD"); } if (ReticlePrefab == null) { ReticlePrefab = Resources.Load <Reticle>("UI/Reticle"); } #if OOTII_CC CameraPrefab = Resources.Load <CameraController>("Camera Rig [Advanced]"); #else CameraPrefab = Resources.Load <BaseCameraRig>("Camera Rig [Orbit]"); #endif InitializeModules(); }
void Awake() { if (m_reticle != null) { m_reticle = Instantiate(m_reticle, new Vector3(0, 0, 0), Quaternion.identity) as Reticle; } }
void Awake() { HideTarget(); //find reticle reticle = FindObjectOfType <Reticle>(); //hide by default isShowing = false; //get the line rend if (showArc) { lineRend = target.GetComponent <LineRenderer>(); if (lineRend == null) { Debug.LogError("No line Renderer"); } } //set number of points lineRend.positionCount = numArcPoints; //points vector arcPoints = new Vector3[numArcPoints]; }
private void createReticles() { for (int i = 0; i < reticles.Length; i++) { reticles[i] = new Reticle(reticleHolder, reticleEdgeTilePrefab, reticleAmmoBarTilePrefab); } }
void Start() { controls = FindObjectOfType <PlayerController>().Controls; reticle = GetComponentInChildren <Reticle>(); controls.Digger.DigAction.performed += HandleDiggerActionPerformed; }
private IEnumerator Start() { Camera camera = m_camInputsManager.CurrentCamera; m_cameraFade = camera.GetComponent <CameraFade>(); m_camera = camera.transform; m_pathWalker = camera.GetComponentInParent <PathWalker>(); if (m_camInputsManager.CurrentInputName == "Touch") { m_selectionRadial = m_touch.GetComponent <SelectionRadial>(); m_reticle = m_touch.GetComponent <Reticle>(); } else { m_selectionRadial = camera.GetComponent <SelectionRadial>(); m_reticle = camera.GetComponent <Reticle>(); } SessionData.SetGameType(m_gameType); //loop to all phases while (true) { yield return(StartCoroutine(StartPhase())); yield return(StartCoroutine(PlayPhase())); yield return(StartCoroutine(EndPhase())); } }
public void Init() { Debug.Log("set up in ReticleTest"); dummy = new GameObject(); testObj = dummy.AddComponent <Reticle>(); meshrenderer = testObj.gameObject.AddComponent <MeshRenderer>(); testObj.Start(); }
public override void _Ready() { PlayerDistances = new Dictionary <Player, float>(); base._collision = GetNode <RayCast2D>("Ray_Collision"); Speed = 30; _reticle = GetNode <Reticle>("Reticle"); _reticle.Visible = false; }
private static void OnCreateObj(GameObject obj, EventArgs args) { if (obj.Name.Contains("Q_reticle_self")) { var ret = new Reticle(obj, DateTime.Now.Ticks, DateTime.Now.Ticks + 1300); Reticles.Add(ret); } }
//typeOverride = use to discard what reticle entity is set to, // or if there's no entity public Reticle Activate(Transform attachTo, Reticle.Type typeOverride = Reticle.Type.NumType) { Reticle ret = null; EntityBase ent = attachTo.GetComponentInChildren <EntityBase>(); //verify reticle type Reticle.Type reticleType = typeOverride; if (ent != null && reticleType == Reticle.Type.NumType) { reticleType = ent.reticle; } if (reticleType != Reticle.Type.NumType) { ret = attachTo.GetComponentInChildren <Reticle>(); //add a reticle to target if (ret == null) { Transform trans = transform; Transform child = null; //get or create a reticle if (trans.childCount > 0) { child = trans.GetChild(0); child.gameObject.SetActiveRecursively(true); } else { child = Transform.Instantiate(template) as Transform; } //add child to attachee, then switch its layer to target for grabbing child.parent = attachTo; Transform childTrans = child.transform; Vector2 parentPos = child.parent.position; childTrans.position = new Vector3(parentPos.x, parentPos.y, childZOfs); childTrans.localRotation = Quaternion.identity; childTrans.localScale = Vector3.one; ret = childTrans.GetComponentInChildren <Reticle>(); mActiveReticles.Add(new ReticleHolder(ent, ret)); } //set data if (ent != null && !ent.FlagsCheck(Entity.Flag.Targetted)) { ent.FlagsAdd(Entity.Flag.Targetted); ent.OnTargetted(true); } ret.Activate(reticleType, ent); } return(ret); }
// Use this for initialization void Start() { originalRotation = gameObject.transform.localRotation; cam = gameObject.GetComponentInChildren <Camera>(); guiManager = GameObject.Find("GUIManager"); reticle = new Reticle(2, 8); reticle.SetColor(color); SetMin(); }
// Use this for initialization void Start() { reticle = GameObject.Find("Reticle").GetComponent <Reticle> (); name_text.text = ""; population_text.text = ""; agent_orders = new List <AgentOrder> (); agent_orders.Add(new Capture()); agent_orders.Add(new Burn()); }
void Start() { seated = OpenVR.ChaperoneSetup == null; // FIXME Currently no Chaperone / SteamVR support seated = true; if (VRControls == null) { VRControls = GameObject.Find("VR Controls"); } if (MainMenuControls == null) { MainMenuControls = GameObject.Find("Main Menu Controls"); } if (InGameControls == null) { InGameControls = GameObject.Find("In-Game Controls"); } if (Reticle == null) { Reticle = GameObject.Find("Reticle").GetComponent <Reticle>(); } // Fix level select height displacement if (vr) { MainMenuControls.transform.localPosition = new Vector3( 0f, 0.5f, 0f ); } //InGameControls.transform.parent = Camera.main.transform; inGameButtons = new FloatingButton[InGameControls.transform.childCount]; for (int i = 0; i < inGameButtons.Length; i++) { Transform childTransform = InGameControls.transform.GetChild(i); FloatingButton button = childTransform.GetComponent <FloatingButton>(); if (button == null) { continue; } inGameButtons[i] = button; button.ScaleFadeSpeed = 0f; } InGameControls.SetActive(false); FezUnityNpcInstance.DefaultShouldStartTalking = NPCShouldStartTalking; FezUnityNpcInstance.DefaultTalking = NPCTalking; FezUnityNpcInstance.DefaultShouldStopTalking = NPCShouldStopTalking; SwitchLevel(null); }
// Start is called before the first frame update void Start() { gameCanvas.enabled = false; scorePanel.SetActive(false); inGame = false; ret = FindObjectOfType <Reticle>(); //ret.gameObject.SetActive(false); }
//private float mScreenWidth; public void Setup() { AryzonSettings.Instance.Initialize(); Reticle reticle = right.GetComponent <Reticle> (); if (reticle) { reticle.m_DefaultDistance = reticle.m_DefaultDistance * sceneUnitsPerMeter; } }
//............................................................ //.................................................. * START * void Start() { GameObject reticleObject = GameObject.FindGameObjectWithTag("Reticle"); m_ReticleReference = reticleObject.GetComponent <Reticle>(); m_ReticleRenderer = GetComponent <Renderer>(); m_ReticleRenderer.sharedMaterial = m_ReticleMaterial; m_ReadyFireTimer = m_ReadyFireDur; }
void Start() { m_gesture_recognizer = new GestureRecognizer(); m_gesture_recognizer.SetRecognizableGestures(GestureSettings.Tap); m_gesture_recognizer.TappedEvent += OnTapEvent; m_gesture_recognizer.StartCapturingGestures(); m_object_layer = 1 << LayerMask.NameToLayer("Default"); m_reticle = new Reticle(m_reticle_material); SetState(State.Scanning); //StartCoroutine(BlinkGazeTargetCoroutine()); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); reticle = canvas.transform.GetChild(0).GetComponent <Reticle>(); animator = GetComponent <Animator>(); gManager = FindObjectOfType <GManager>(); reticleTransform = reticle.GetComponent <RectTransform>(); reticleHeight = reticleTransform.anchoredPosition.y; audioSource = GetComponent <AudioSource>(); reticle.Charge(fireDelay * 3); nextFire = Time.time + fireDelay * 3; }
//typeOverride = use to discard what reticle entity is set to, // or if there's no entity public Reticle Activate(Transform attachTo, Reticle.Type typeOverride=Reticle.Type.NumType) { Reticle ret = null; EntityBase ent = attachTo.GetComponentInChildren<EntityBase>(); //verify reticle type Reticle.Type reticleType = typeOverride; if(ent != null && reticleType == Reticle.Type.NumType) { reticleType = ent.reticle; } if(reticleType != Reticle.Type.NumType) { ret = attachTo.GetComponentInChildren<Reticle>(); //add a reticle to target if(ret == null) { Transform trans = transform; Transform child = null; //get or create a reticle if(trans.childCount > 0) { child = trans.GetChild(0); child.gameObject.SetActiveRecursively(true); } else { child = Transform.Instantiate(template) as Transform; } //add child to attachee, then switch its layer to target for grabbing child.parent = attachTo; Transform childTrans = child.transform; Vector2 parentPos = child.parent.position; childTrans.position = new Vector3(parentPos.x, parentPos.y, childZOfs); childTrans.localRotation = Quaternion.identity; childTrans.localScale = Vector3.one; ret = childTrans.GetComponentInChildren<Reticle>(); mActiveReticles.Add(new ReticleHolder(ent, ret)); } //set data if(ent != null && !ent.FlagsCheck(Entity.Flag.Targetted)) { ent.FlagsAdd(Entity.Flag.Targetted); ent.OnTargetted(true); } ret.Activate(reticleType, ent); } return ret; }
[SerializeField] private float m_RayLength = 500f; // How far into the scene the ray is cast. private void Awake() { if (Player == null) { Player = GetComponent <NetworkPlayer>(); } TargetMarker.rotation = Quaternion.identity; m_Reticle = GameObject.FindObjectOfType <Reticle>(); TargetMarker.transform.SetParent(null); }
public MainGame(WurmsGame parent) : base(parent) { this._objects = new Dictionary<string, GameObject>(); this._reticle = new Reticle(this._parent.Content.Load<Texture2D>("CrossHair"), this._parent._spriteBatch, new Vector2(0.0f, 0.0f)); this._objects["water"] = new Water(this._parent, this._parent.Content.Load<Texture2D>("Water"), new Vector2(0.0f, 300.0f)); this._objects["terrain"] = new Terrain(this._parent, this._parent.Content.Load<Texture2D>("FirstLand"), new Vector2(0.0f, 0.0f)); this._objects["player_one"] = new Player(this._parent, this._parent.Content.Load<Texture2D>("RedPlayerWithShotgun"), new Vector2(240.0f, 100.0f)); this._activePlayer = (Player)this._objects["player_one"]; this._collisionMan = new CollisionManager(ref this._objects, ref this._reticle); }
public void ActivateInRange(Vector3 pos, float radius, int layerMask, Reticle.Type typeOverride=Reticle.Type.NumType) { //TODO: optimize DeactivateAll(); RaycastHit[] hits = Physics.SphereCastAll(pos, radius, new Vector3(0,0,1.0f), Mathf.Infinity, layerMask); if(hits.Length > 0) { foreach(RaycastHit hit in hits) { Transform t = hit.transform; Activate(t, typeOverride); } } }
private void ConnectObjects() { if (!objectsConnected) { Transform uiOverlayTransform = transform.Find("UI Overlay"); Transform portraitUITransform = transform.Find("UI Overlay/Portrait"); Transform landscapeUITransform = transform.Find("UI Overlay/Landscape"); stereoscopic = transform.Find("Stereoscopic"); Transform camerasTransform = transform.Find("Stereoscopic/Cameras"); Transform cameraLeftTransform = transform.Find("Stereoscopic/Cameras/Left"); Transform cameraRightTransform = transform.Find("Stereoscopic/Cameras/Right"); Transform reticleTransform = transform.Find("Stereoscopic/Cameras/Right/Reticle/Dot"); if (uiOverlayTransform) { uiOverlay = uiOverlayTransform.gameObject; } if (portraitUITransform) { portraitUI = portraitUITransform.gameObject; } if (landscapeUITransform) { landscapeUI = landscapeUITransform.gameObject; } if (camerasTransform) { cameras = camerasTransform.gameObject; } if (cameraLeftTransform) { cameraLeft = cameraLeftTransform.gameObject.GetComponent <Camera> (); } if (cameraRightTransform) { cameraRight = cameraRightTransform.gameObject.GetComponent <Camera> (); } reticle = cameraRightTransform.gameObject.GetComponentInChildren <Reticle> (); reticleFader = reticleTransform.gameObject.GetComponent <FadeOnEnableAndDisable>(); aryzonUIController = portraitUITransform.gameObject.GetComponentInChildren <AryzonUIController>(); reticleEnabled = false; objectsConnected = true; } }
public ScanningView(RectangleF frame) : base(frame) { if (App.Inst.IsIPad) { BGW = 1024; } else { BGW = 1024; } _bg = new ScanningView.BG (new RectangleF (-BGW, -BGW, 2 * BGW, 2 * BGW)); AddSubview (_bg); var rw = Math.Min (frame.Width, frame.Height) / 2; _ret = new ScanningView.Reticle (new RectangleF ((float)(_rand.NextDouble () - 0.5) * frame.Width * 2, (float)(_rand.NextDouble () - 0.5) * frame.Height * 2, rw, rw)); _ret.Alpha = 0.7f; ClipsToBounds = true; Layer.CornerRadius = 20; AddSubview (_ret); }
Button _playBtn; //"Play Button" #endregion Fields #region Constructors public Title(WurmsGame parent) : base(parent) { this._background = new Sprite( this._parent.Content.Load<Texture2D>("TitleScreen"), this._parent._spriteBatch, new Vector2(0.0f, 0.0f)); this._playBtn = new Button( this._parent.Content.Load<Texture2D>("PlayButton"), this._parent._spriteBatch, new Vector2(270.0f, 290.0f), this._mouseState, new Callback(this.PlayCallback)); this._exitBtn = new Button( this._parent.Content.Load<Texture2D>("ExitButton"), this._parent._spriteBatch, new Vector2(270, 360.0f), this._mouseState, new Callback(this.ExitCallback)); this._cursor = new Reticle( this._parent.Content.Load<Texture2D>("CrossHair"), this._parent._spriteBatch, new Vector2(0.0f, 0.0f)); }
public void SetReticle(Reticle reticle) { reticle_ = reticle; }
public CollisionManager(ref Dictionary<string, GameObject> objects, ref Reticle reticle) { this._objects = objects; this._reticle = reticle; }
// Use this for initialization void Start() { gameScript = gameData.GetComponent<Reticle>(); }
void RefreshReticles() { Vector2 mouse = Util.MouseToScreen(); Vector2 headPos = head.position; Vector2 dir = mouse - headPos; float len = dir.magnitude; dir /= len; if(len > radius) { len = radius; } //Main.instance.reticleManager.ActivateInRange(head.position, radius, mLayerMasksGrab); RaycastHit hit; if(Physics.Raycast(headPos, dir, out hit, len, mLayerMasksGrab)) { if(mReticleCheck == null || hit.transform != mReticleCheck.transform.parent) { Main.instance.reticleManager.DeactivateAll(); mReticleCheck = Main.instance.reticleManager.Activate(hit.transform); } else if(mReticleCheck.entity == null || mReticleCheck.entity.reticle == Reticle.Type.NumType) { Main.instance.reticleManager.DeactivateAll(); mReticleCheck = null; } } else { Main.instance.reticleManager.DeactivateAll(); mReticleCheck=null; } }
public ReticleHolder(EntityBase target, Reticle r) { targettedEntity = target; reticle = r; }