// Called when the user points to the object private void HandleOver() { // If the options menu is not active... if (!m_PauseMenuIsActive) { m_GazeOver = true; m_SelectionRadial.Show(); // If the description is not playing... if (!m_DescriptionAudio.isPlaying && !m_SubtitlesPlaying && !(m_GazeAudio.isPlaying && m_GazeAudio.clip.name == m_OnFilledClip.name)) { // If the messages option is enabled, displays the interact message if (m_MessagesEnabled) { m_Messages.text = m_InteractMessage; } // If the interaction sounds option is enabled... if (m_SoundEffectsEnabled) { // ... and the clip is not already playing, plays the clip if (!m_GazeAudio.isPlaying) { m_GazeAudio.clip = m_OnOverClip; m_GazeAudio.Play(); } } } // If the description is playing and the messages option is enabled, displays the cancel message else if (m_MessagesEnabled) { m_Messages.text = m_CancelMessage; } } }
// Called when the user points to the object private void HandleOver() { // If the options menu is not active... if (!m_PauseMenuIsActive) { m_GazeOver = true; m_SelectionRadial.Show(); // If the messages option is enabled, displays the interact message if (m_MessagesEnabled) { m_Messages.text = m_InteractMessage; } // If the interaction sounds option is enabled... if (m_SoundEffectsEnabled) { // ... and the clip is not already playing, plays the clip if (!m_GazeAudio.isPlaying) { m_GazeAudio.clip = m_OnOverClip; m_GazeAudio.Play(); } } } }
private IEnumerator EndPhase() { m_FlyerMovementController.m_Speed = 70f; // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Show the required UI like the arrows and the radial. m_GuiArrows.Show(); m_SelectionRadial.Show(); m_CameraRender.postProcessMaterial.SetFloat("_ColorThreshold", 0f); // Turn off the fog. RenderSettings.fog = false; // Show the outro UI. StartCoroutine(m_UIController.ShowOutroUI()); // Start the game audio. foreach (var audioEvent in m_AudioEventArray) { audioEvent.GetComponent <AudioSource>().Stop(); } m_SwimAudioEvent.Stop(); // Stop the various controllers. m_AlignmentChecker.StopGame(); m_HealthController.StopGame(); m_FlyerMovementController.StopGame(); m_FlyerLaserController.StopGame(); m_EnvironmentController.StopEnvironment(); Debug.Log("END"); m_CameraContainer.transform.position = new Vector3(0, 0, 10000); // The user needs to fill the radial to continue so turn the tap warnings back on. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // In order, wait for the screen to fade in, then wait for the user to fill the radial. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Turn the warnings off now the user has filled the radial. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Hide the arrows. m_GuiArrows.Hide(); // Wait for the outro UI to hide. yield return(StartCoroutine(m_UIController.HideOutroUI())); // Turn the fog back on. RenderSettings.fog = true; }
} // Prop for public access of gaze mode // Calls function handler depending on the Gaze mode public void HandleOver(GameObject obj) { // Make sure no UI is currrently showing if (!UIController.Instance.Showing) { // Show selection radial and activate gazeOver selectionRadial.Show(); obj.GetComponent <Gaze>().GazeOver = true; switch (mode) { case GazeMode.INFO: // Highlight all animals // Highlight(obj); // TODO: Fix this to validate if the game object has a Move script // Get Move Script from the gazed game object then set the isMoving to FALSE; if (obj.GetComponent <Move>() != null) { obj.GetComponent <Move>().isMoving = false; } break; case GazeMode.GAME: break; case GazeMode.MENU: break; default: Debug.LogError("Invalid gaze mode!"); break; } } }
private IEnumerator EndPhase() { // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Show the required UI like the arrows and the radial. m_GuiArrows.Show(); m_SelectionRadial.Show(); // Turn off the fog. RenderSettings.fog = false; // Show the outro UI. StartCoroutine(m_UIController.ShowOutroUI()); // Stop the various controllers. m_AlignmentChecker.StopGame(); m_HealthController.StopGame(); m_FlyerMovementController.StopGame(); m_EnvironmentController.StopEnvironment(); // In order, wait for the screen to fade in, then wait for the user to fill the radial. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Hide the arrows. m_GuiArrows.Hide(); // Wait for the outro UI to hide. yield return(StartCoroutine(m_UIController.HideOutroUI())); // Turn the fog back on. RenderSettings.fog = true; }
private void HandleOver() { m_SelectionRadial.Show(); m_SelectionRadial.HandleDown(); m_GazeOver = true; gameObject.GetComponent <Renderer>().material = m_OverMaterialReplay; }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); m_GazeOver = true; }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); m_GazeOver = true; StartCoroutine(LoadNextRoom()); }
private void HandleOver() { m_SelectionRadial.Show(); Texture nextTex2 = Resources.Load("next/next2") as Texture; nextMat.SetTexture("_MainTex", nextTex2); m_GazeOver = true; }
private void HandleOver() { Debug.Log("Show over state"); m_GazeOver = true; m_SelectionRadial.Show(); m_Renderer.material = m_OverMaterial; m_Audio.clip = m_OnOverClip; m_Audio.Play(); }
private void HandleOver() { transform.DOScale(new Vector3(1.1f, 1.1f, 1), 0.5f).SetEase(Ease.InOutSine); // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); m_GazeOver = true; }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); m_GazeOver = true; StartCoroutine(ActivateButton()); //SceneManager.LoadScene("VrBeach"); }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. if (attachedButton.interactable == true) { timeAtGaze = Time.realtimeSinceStartup; m_SelectionRadial.Show(); m_GazeOver = true; } }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); m_GazeOver = true; if (sunScript != null) { sunScript.enabled = true; } }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); Texture nextTex2 = Resources.Load("next/next2") as Texture; //nextMat.SetTexture("_MainTex", nextTex2); this.GetComponent <Renderer>().material.mainTexture = nextTex2; m_GazeOver = true; }
private void HandleOver() { if (!isSelected) { m_SelectionRadial.Show(); m_SelectionRadial.HandleDown(); m_GazeOver = true; gameObject.GetComponent <Renderer>().material = m_LevelBtn_Sel; } }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); m_GazeOver = true; CurrentSprite = HoverSprite; //m_ButtonImage.sprite = CurrentSprite; updateSprite(); //print (CurrentSprite.textureRect); }
// Called when the user points to the button private void HandleOver() { m_GazeOver = true; m_SelectionRadial.Show(); // Sets the button color to the same color, but highlighted m_ButtonImage.color = new Color(m_ButtonImage.color.r, m_ButtonImage.color.g, m_ButtonImage.color.b, m_AroundAlpha); // If the interaction sounds option is enabled... if (m_SoundEffectsEnabled) { // ... and the clip is not already playing, plays the clip if (!m_GazeAudio.isPlaying) { m_SelectionRadial.Show(); m_GazeAudio.clip = m_OnOverClip; m_GazeAudio.Play(); } } }
public void OnPointerEnter(PointerEventData eventData) { Debug.Log("OnPointerEnter:"); //记录位置 pEventData = eventData; pEventData.pressPosition = eventData.position; pEventData.pointerPressRaycast = eventData.pointerCurrentRaycast; //显示圈圈 m_SelectionRadial.Show(); m_SelectionRadial.HandleDown(); m_GazeOver = true; }
//Handle the Over event private void HandleOver() { //if (!UIController.Instance.isInfo) //{ m_SelectionRadial.Show(); m_GazeOver = true; //foreach (GameObject obj in objects) //{ //var renderer = obj.GetComponent<MeshRenderer>(); //renderer.material = outlineMaterial; //} //} }
private void HandleOver() { //if (mpc.m_VideoControl.activeSelf) //{ // gameObject.GetComponent<Renderer>().material = m_OverMaterialPause; //} //else //{ // gameObject.GetComponent<Renderer>().material = m_OverMaterialPlay; //} m_SelectionRadial.Show(); m_SelectionRadial.HandleDown(); m_GazeOver = true; }
private void HandleOver() { m_SelectionRadial.Show(); m_SelectionRadial.HandleDown(); m_GazeOver = true; if (mpc.m_CurrentState == MEDIAPLAYER_STATE.PLAYING) { gameObject.GetComponent <Renderer>().material = m_OverMaterialPause; } else { gameObject.GetComponent <Renderer>().material = m_OverMaterialPlay; } }
private IEnumerator EndPhase() { if (m_EyeRaycaster != null) { m_EyeRaycaster.ShowLineRenderer = true; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Show the required UI like the arrows and the radial. m_GuiArrows.Show(); m_SelectionRadial.Show(); // Turn off the fog. RenderSettings.fog = false; // Show the outro UI. StartCoroutine(m_UIController.ShowOutroUI()); // Stop the various controllers. m_AlignmentChecker.StopGame(); m_HealthController.StopGame(); m_FlyerMovementController.StopGame(); m_EnvironmentController.StopEnvironment(); // The user needs to fill the radial to continue so turn the tap warnings back on. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // In order, wait for the screen to fade in, then wait for the user to fill the radial. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Turn the warnings off now the user has filled the radial. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Hide the arrows. m_GuiArrows.Hide(); // Wait for the outro UI to hide. yield return(StartCoroutine(m_UIController.HideOutroUI())); // Turn the fog back on. RenderSettings.fog = true; }
//Handle the Over event private void HandleOver() { if (!UIController.Instance.Showing) { m_SelectionRadial.Show(); m_GazeOver = true; if (IsInfo) { foreach (GameObject obj in objects) { if (obj.GetComponent <SkinnedMeshRenderer>() == null) { var renderer = obj.GetComponent <MeshRenderer>(); renderer.material = outlineMaterial; renderer.material.mainTexture = originalTexture; } else { var renderer = obj.GetComponent <SkinnedMeshRenderer>(); renderer.material = outlineMaterial; renderer.material.mainTexture = originalTexture; } if (GetComponent <Move>() != null) { Debug.Log("isMoving False"); GetComponent <Move>().isMoving = false; } } } else { m_Renderer.material = outlineMaterial; m_Renderer.material.mainTexture = originalTexture; Hover(); } } }
// Update is called once per frame void Update() { if (m_InteractiveItem.IsOver == true) { m_SelectionRadial.Show(); if (lastScrollerStatus == false) { momentOnView = Time.realtimeSinceStartup; } OnScrolling(); } if (m_InteractiveItem.IsOver == false && lastScrollerStatus == true) { m_SelectionRadial.Hide(); } lastScrollerStatus = m_InteractiveItem.IsOver; }
private void HandleOver() { selectionRadial.Show(); }
private void HandleOver() { m_SelectionRadial.Show(); m_GazeOver = true; }