void init()
    {
        scenarios = scenarioRoot.GetComponentsInChildren <Scenario> ();

        menu.init(scenarios);
        menu.gameObject.SetActive(false);

        filterManager.init();

        splineController = GetComponent <SplineController> ();

        characterController = GetComponent <CharacterController> ();


        screenCenter.x = Screen.width / 2f;
        screenCenter.y = Screen.height / 2f;


        WIPController = GetComponent <WIPController> ();
        VRStepBody    = GetComponent <Rigidbody> ();

        stepDetector.enabled  = false;
        WIPController.enabled = false;


        AppMaster.i.DoScenarioSelect(0);
    }
Пример #2
0
        protected override void Start()
        {
            splineController = Camera.main.GetComponent<SplineController>();
            splineInterpolator = Camera.main.GetComponent<SplineInterpolator>();

            base.Start();
        }
Пример #3
0
 // Use this for initialization
 void Start()
 {
     // Get reference to CameraController
     cameraController_ = GetComponent <CameraController>();
     splineController_ = GetComponent <SplineController>();
     isMouseScrolling_ = false;
 }
Пример #4
0
 void setController(SplineController c, CurvySpline spline, float speed)
 {
     c.Spline = spline;
     c.Speed  = speed;
     c.OnControlPointReached.AddListenerOnce(OnCPReached);
     c.OnEndReached.AddListenerOnce(CurvyDefaultEventHandler.UseFollowUpStatic);
 }
Пример #5
0
 public void Oust()
 {
     if (follower != null)
     {
         follower.Detach();
         follower = null;
     }
 }
 void hookControllerEvents(SplineController c)
 {
     if (SplineControllerOnCPReached.IsSetup)
     {
         c.OnControlPointReached.AddListener(onControllerCPReached);
         setupEventTarget(SplineControllerOnCPReached, ref splineControllerOnCPreachedTarget);
     }
 }
Пример #7
0
	// Use this for initialization
	void Start () {
        player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
        moveScript = player.gameObject.GetComponent<MovementController>();
        splineScript = splineScript.GetComponent<SplineController>();
	    if(WaypointList.Count > 2) //just to prevent the thing from giving null ref error if the list is too small
        {
            lastWayPoint = WaypointList.Count - 1;
        }
	}
Пример #8
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.P))
     {
         SplineController sc = GetComponent <SplineController>();
         sc.SplineRoot = GameObject.Find("Spline2");
         sc.Start();
     }
 }
Пример #9
0
    void StartNewSpline()
    {
        Debug.Log("new");
        SplineController sc = GetComponent <SplineController>();

        GetComponent <TestMove>().FreeSpline(sc.SplineRoot);
        sc.SplineRoot = GetComponent <TestMove>().GetSpline();
        sc.Start();
    }
Пример #10
0
 // Use this for initialization
 void Start()
 {
     SetupData();
     SetupButtons();
     splineInterpolator         = GameObject.Find("Main Camera").GetComponent <SplineInterpolator>();
     splineController           = GameObject.Find("Main Camera").GetComponent <SplineController>();
     topNode                    = new GameObject("Side Menu");
     topNode.transform.position = new Vector3(-100.0f, -79.0f, 106.0f);
     topNode.transform.rotation = Quaternion.Euler(77.5f, 5.6f, 0);
 }
Пример #11
0
 // Use this for initialization
 void Start()
 {
     player       = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
     moveScript   = player.gameObject.GetComponent <MovementController>();
     splineScript = splineScript.GetComponent <SplineController>();
     if (WaypointList.Count > 2)    //just to prevent the thing from giving null ref error if the list is too small
     {
         lastWayPoint = WaypointList.Count - 1;
     }
 }
Пример #12
0
    private void DisablePath()
    {
        pathLooping = false;
        SplineController path = GetComponent <SplineController>();

        if (path != null)
        {
            path.enabled = false;
            GetComponent <SplineInterpolator>().enabled = false;
        }
    }
Пример #13
0
 void setPos(SplineController c, float pos)
 {
     if (c.IsPlaying)
     {
         c.Position = pos;
     }
     else
     {
         c.InitialPosition = pos;
     }
 }
 // Use this for initialization
 void Start()
 {
     splineCtroller = FindObjectOfType <SplineController>();
     if (splineCtroller == null)
     {
         Debug.Log("SplineController is Null!");
         return;
     }
     GetComponent <BoxCollider>().isTrigger = true;
     GetComponent <Rigidbody>().isKinematic = true;
 }
    // Use this for initialization
    void Start()
    {
        this.otherScript = this.GetComponent<SplineController>();
        state = -1;
        splineIsRunning = false;
        timePast = 0.0f;

        print (otherScript.SplineRoot);

        myAnimator = GetComponent<Animator> ();
        myAnimator.SetFloat ("VSpeed", 0.0f);
    }
Пример #16
0
 void Start()
 {
     splineC  = fishgroup.gameObject.GetComponent <SplineController>();
     splineI  = fishgroup.gameObject.GetComponent <SplineInterpolator>();
     nodes    = splineI.GetPoints();
     moveMode = splineI.GetState();
     isRotate = splineI.IsRotate();
     if (isfullpath == false)
     {
         delay = Random.Range(0, delay);
     }
 }
    // Use this for initialization
    void Start()
    {
        this.otherScript = this.GetComponent <SplineController>();
        state            = -1;
        splineIsRunning  = false;
        timePast         = 0.0f;

        print(otherScript.SplineRoot);

        myAnimator = GetComponent <Animator> ();
        myAnimator.SetFloat("VSpeed", 0.0f);
    }
Пример #18
0
    void Start()
    {
        if(sc == null)
        {
            sc = this.GetComponent<SplineController>() as SplineController;
        }

        if(si == null)
        {
            si = this.GetComponent<SplineInterpolator>() as SplineInterpolator;
        }
    }
Пример #19
0
    void Start()
    {
        if (sc == null)
        {
            sc = this.GetComponent <SplineController>() as SplineController;
        }

        if (si == null)
        {
            si = this.GetComponent <SplineInterpolator>() as SplineInterpolator;
        }
    }
 /// <summary>
 /// Use a follow up, if present
 /// </summary>
 public static void UseFollowUpStatic(CurvySplineMoveEventArgs e)
 {
     // we need a SplineController as well as a following spline to work with
     if (e.Sender is SplineController && e.ControlPoint.FollowUp)
     {
         // Follow the connected spline
         e.Follow(e.ControlPoint.FollowUp, e.ControlPoint.FollowUpHeading);
         // Set the controller to use the new spline
         SplineController controller = (SplineController)e.Sender;
         controller.Spline           = e.Spline;
         controller.RelativePosition = e.TF;
         // Handle controller events for the new passed ControlPoint
         controller.OnControlPointReached.Invoke(e);
     }
 }
Пример #21
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.GetComponent <SplineController>())
     {
         SplineController s = other.GetComponent <SplineController>();
         if (s.activeSpline != spline)
         {
             s.activeSpline = spline;
         }
         else if (s.activeSpline == spline)
         {
             s.activeSpline = null;
         }
     }
 }
Пример #22
0
        void OnCPReached(CurvySplineMoveEventArgs e)
        {
            var jc = e.ControlPoint.GetMetadata <MDJunctionControl>();

            if (jc)
            {
                if (jc.UseJunction)
                {
                    e.Follow(e.ControlPoint.Connection.OtherControlPoints(e.ControlPoint)[0]);
                    // Set the controller to use the new spline
                    SplineController controller = (SplineController)e.Sender;
                    controller.Spline           = e.Spline;
                    controller.RelativePosition = e.TF;
                }
            }
        }
Пример #23
0
        // A: Use Head To/Follow Up ControlPoint to proceed
        // B: Start Falling if any Control Point connected
        // C: Else Die!
        public void UseFollowUpOrFall(CurvySplineMoveEventArgs e)
        {
            // we need a SplineController as well as a following spline to work with
            if (e.Sender is SplineController)
            {
                if (e.ControlPoint.FollowUp)
                {
                    // Follow the connected spline
                    e.Follow(e.ControlPoint.FollowUp, e.ControlPoint.FollowUpHeading);
                    // Set the controller to use the new spline
                    SplineController controller = (SplineController)e.Sender;
                    controller.Spline           = e.Spline;
                    controller.RelativePosition = e.TF;
                    // handle controller events for the new passed ControlPoint
                    controller.OnControlPointReached.Invoke(e);
                }
                else
                {
                    if (e.ControlPoint.Connection)
                    {
                        var otherCP = e.ControlPoint.Connection.OtherControlPoints(e.ControlPoint)[0];
                        mFreeFallTarget = otherCP.Spline;
                        if (mMode == GuideMode.Jumping)
                        {
                            e.Follow(otherCP, ConnectionHeadingEnum.Auto);
                            Spline           = mFreeFallTarget;
                            RelativePosition = otherCP.LocalFToTF(0);
                            mNewMode         = GuideMode.FreeFall;
                        }
                        else
                        {
                            mMode = GuideMode.FreeFall;
                        }
                    }
                    else
                    {
                        Debug.Log("YOU DIED!");
#if UNITY_EDITOR
                        UnityEditor.EditorApplication.isPlaying = false;
#else
                        Application.Quit();
#endif
                    }
                }
            }
        }
    // Use this for initialization
    void Start()
    {
        scenarios = scenarioRoot.GetComponentsInChildren <Simulation> ();

        menu.init(scenarios);
        menu.gameObject.SetActive(false);

        splineController = GetComponent <SplineController> ();

        characterController = GetComponent <CharacterController> ();

//		Application.targetFrameRate = 10;

        screenCenter.x = Screen.width / 2f;
        screenCenter.y = Screen.height / 2f;

        AppMaster.i.DoScenarioSelect(0);
    }
	// Use this for initialization
    void Awake()
    {
		lastStartTime = StartPercentage;
		
        if (outerRail != null)
        {
            outerController = outerRail.gameObject.GetComponent<SplineController>();
            if (outerController == null)
            {
                enabled = false;
                return;
            }
        }
        if (innerRail != null)
        {
            innerController = innerRail.gameObject.GetComponent<SplineController>();
            if (innerController == null)
            {
                enabled = false;
                return;
            }
        }

        innerController.Duration = duration;
        outerController.Duration = duration;

        innerController.OrientationMode = eOrientationMode.NODE;
        outerController.OrientationMode = eOrientationMode.NODE;
		
        //innerController.WrapMode = eWrapMode.LOOP;
        //outerController.WrapMode = eWrapMode.LOOP;
        if (lookAtObj != null)
        {
            Transform[] temp = lookAtObj.GetComponentsInChildren<Transform>();
            if (temp.Length >= 3)
            {
                pointA = temp[1].position;
                pointB = temp[2].position;
            }
        }
        else
            lookAtFollow = false;
    }
Пример #26
0
    // Use this for initialization
    void Start()
    {
        CurrentState_ = GAMESTATE.IDLE;

        // Locate scripts
        CameraController_ = Camera.main.GetComponent <CameraController>();
        SplineController_ = Camera.main.GetComponent <SplineController>();
        eventController_  = EventController.eventController;
        musicManager      = MusicManager.musicManager;

        foreach (Camera c in Camera.allCameras)
        {
            if (c.gameObject.name == "Main Camera")
            {
                mainCam = c;
            }
            else if (c.gameObject.name == "SplashScreenCam")
            {
                previewCam = c;
            }
        }

        // Get transform for main camera, used in resetting camera later
        // NOTE: storing the transform itself does not work, as this is a pointer to a variable, rather than storing an instance
        mainCamMenuPos = mainCam.transform.position;
        mainCamMenuRot = mainCam.transform.rotation;

        GameUI_ = GetComponent <HUDToggle>();

        // Set UI to be inactive at start
        //OverlayActive_ = false;
        //GameUI_.UIVisible(OverlayActive_);
        GameUI_.UpdateUI();

        // NO LONGER USED FOR CAMERA MOVEMENT
        //camMenuToGame_ = Resources.Load("Events/GameStateController/GotoGameStart") as Event;

        // Set Active cameras
        mainCam.enabled    = false;
        previewCam.enabled = true;
    }
    public void GenerateStemSpline()
    {
        Debug.Log("Generating Stem Spline");

        _stemSplineObject = new GameObject("StemSplineController");
        _stemSplineObject.AddComponent <SplineInterpolator>();
        _stemSplineController = _stemSplineObject.AddComponent <SplineController>();

        var root = new GameObject("root");

        root.transform.parent = _stemSplineObject.transform;

        _stemSplineController.SplineRoot = root;
        _stemSplineController.AutoClose  = false;
        _stemSplineController.AutoStart  = false;

        var firstNode = new GameObject("Node0");

        firstNode.transform.parent = root.transform;

        for (var i = 1; i < _numberOfTwists + 2; i++)
        {
            var node = new GameObject(string.Format("Node{0}", i));
            node.transform.parent = root.transform;

            var x = Random.Range(-_curviness, _curviness);
            var y = (i / (_numberOfTwists + 1f)) * StemHeight;
            var z = Random.Range(-_curviness, _curviness);

            if (i == _numberOfTwists + 1)
            {
                x = z = 0;
            }

            node.transform.position = new Vector3(x, y, z);
            _lastStemNode           = node.transform.position;
        }

        //TestSplineController();
    }
        public void UseRandomConnectionStatic(CurvySplineMoveEventArgs e)
        {
            // we need a SplineController as well as a connection to work with
            if (e.Sender is SplineController && e.ControlPoint.Connection)
            {
                CurvySplineSegment current = e.ControlPoint;

                // Find a new spline to follow:
                // Get all connected ControlPoints and check angle
                var others = e.ControlPoint.Connection.OtherControlPoints(current);
                // If it's smaller or equal 90°, consider the connected spline as a valid path to follow, otherwise remove it from the list
                for (int i = others.Count - 1; i >= 0; i--)
                {
                    if (e.AngleTo(others[i]) > 90)
                    {
                        others.RemoveAt(i);
                    }
                }

                int randomIndex = Random.Range(-1, others.Count);

                if (randomIndex < 0) // don't follow another, but use FollowUp if present
                {
                    if (current.FollowUp)
                    {
                        e.Follow(current.FollowUp, current.FollowUpHeading);    // Follow the connected spline
                    }
                }
                else
                {
                    e.Follow(others[randomIndex]); // Follow the new spline
                }

                // Set the controller to use the new spline
                SplineController controller = (SplineController)e.Sender;
                controller.Spline           = e.Spline;
                controller.RelativePosition = e.TF;
            }
        }
Пример #29
0
    // Begin called at start of action
    public override void Begin(NarrativeEvent newEvent)
    {
        base.Begin(newEvent);

        // Setup reference to spline controller
        splineController = Camera.main.GetComponent <SplineController>();

        // Setup reference to force look at
        forceLookAt = Camera.main.GetComponent <ForceLookAt>();

        //instantiatedRoot_ = Instantiate(splineRoot_);

        // set time it will take the spline movement to complete one whole movement
        // Default is 5 seconds
        splineController.Duration = movementTime_;

        // set wrapping of the spline
        // LOOP repeats, ONCE moves through the spline once
        // Make sure that looping splines autoclose or there will be a noticeable gap
        if (loopingMovement_)
        {
            splineController.WrapMode  = eWrapMode.LOOP;
            splineController.AutoClose = true;
        }
        else
        {
            splineController.WrapMode  = eWrapMode.ONCE;
            splineController.AutoClose = false;
        }


        // Set look at variables if required
        forceLookAt.active = lookAtActive_;
        forceLookAt.target = forcedLookAtPosition_;

        // set spline root and start movement
        splineController.FollowSpline(splineRoot_);
    }
Пример #30
0
    private void OnTriggerEnter(Collider other)
    {
        SplineController character = other.gameObject.GetComponent <SplineController>();

        if (character != null)
        {
            if (character.CurrentSpline == null)
            {
                Spline     nextSpline = transform.parent.GetComponent <Spline>();
                SplineNode nextNode   = node;
                Vector3    target     = (other.transform.position + transform.position) * 0.5f;
                Vector3    position;
                if (character.FindSplineVertex(nextSpline, other.transform.position, transform.position,
                                               out nextNode, out position))
                {
                    character.Land(position, nextSpline, nextNode);
                }
                else
                {
                    Debug.LogWarning("Error in findNextSpline - Couldn't Land");
                }
            }
        }
    }
Пример #31
0
 // Use this for initialization
 void Start()
 {
     PLAYER = this;
     _splineController = GetComponent<SplineController>() as SplineController;
 }
    public void GenerateStemSpline()
    {
        Debug.Log("Generating Stem Spline");

        _stemSplineObject = new GameObject("StemSplineController");
        _stemSplineObject.AddComponent<SplineInterpolator>();
        _stemSplineController = _stemSplineObject.AddComponent<SplineController>();

        var root = new GameObject("root");
        root.transform.parent = _stemSplineObject.transform;

        _stemSplineController.SplineRoot = root;
        _stemSplineController.AutoClose = false;
        _stemSplineController.AutoStart = false;

        var firstNode = new GameObject("Node0");
        firstNode.transform.parent = root.transform;

        for (var i = 1; i < _numberOfTwists + 2; i++)
        {
            var node = new GameObject(string.Format("Node{0}", i));
            node.transform.parent = root.transform;

            var x = Random.Range(-_curviness, _curviness);
            var y = (i / (_numberOfTwists + 1f)) * StemHeight;
            var z = Random.Range(-_curviness, _curviness);

            if (i == _numberOfTwists + 1)
                x = z = 0;

            node.transform.position = new Vector3(x, y, z);
            _lastStemNode = node.transform.position;
        }

        //TestSplineController();
    }
    public void GenerateCapSpline()
    {
        Debug.Log("Generating Cap Spline");

        _capSplineObject = new GameObject("CapSplineController");
        _capSplineObject.AddComponent<SplineInterpolator>();
        _capSplineController = _capSplineObject.AddComponent<SplineController>();

        var root = new GameObject("root");
        root.transform.parent = _capSplineObject.transform;
        root.transform.position = _lastStemNode + new Vector3(StemTopRadius, 0f, 0f);

        _capSplineController.SplineRoot = root;
        _capSplineController.AutoClose = false;
        _capSplineController.AutoStart = false;

        var node = new GameObject("Node0");
        node.transform.parent = root.transform;
        node.transform.localPosition = new Vector3();

        node = new GameObject("Node1");
        node.transform.parent = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.25f, _capHeight * 0.3f, 0f);

        node = new GameObject("Node2");
        node.transform.parent = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.6f, _capHeight * 0.15f, 0f);

        node = new GameObject("Node3");
        node.transform.parent = root.transform;
        node.transform.localPosition = new Vector3(_capRadius, 0f, 0f);

        node = new GameObject("Node4");
        node.transform.parent = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.8f, _capHeight * 0.65f, 0f);

        node = new GameObject("Node5");
        node.transform.parent = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.45f, _capHeight * 0.95f, 0f);

        node = new GameObject("Node6");
        node.transform.parent = root.transform;
        node.transform.position = new Vector3(0f, StemHeight +  _capHeight , 0f);

//        for (var i = 1; i < 7; i++)
//        {
//            var node = new GameObject(string.Format("Node{0}", i));
//            node.transform.parent = root.transform;
//            node.transform.localPosition = new Vector3();
//
//            var x = Random.Range(-_curviness, _curviness);
//            var y = (i / (_numberOfTwists + 1f)) * StemHeight;
//            var z = Random.Range(-_curviness, _curviness);
//
//            if (i == _numberOfTwists + 1)
//                x = z = 0;
//
//            node.transform.position = new Vector3(x, y, z);
//        }

        //TestSplineController();
    }
    public void GenerateCapSpline()
    {
        Debug.Log("Generating Cap Spline");

        _capSplineObject = new GameObject("CapSplineController");
        _capSplineObject.AddComponent <SplineInterpolator>();
        _capSplineController = _capSplineObject.AddComponent <SplineController>();

        var root = new GameObject("root");

        root.transform.parent   = _capSplineObject.transform;
        root.transform.position = _lastStemNode + new Vector3(StemTopRadius, 0f, 0f);

        _capSplineController.SplineRoot = root;
        _capSplineController.AutoClose  = false;
        _capSplineController.AutoStart  = false;

        var node = new GameObject("Node0");

        node.transform.parent        = root.transform;
        node.transform.localPosition = new Vector3();

        node = new GameObject("Node1");
        node.transform.parent        = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.25f, _capHeight * 0.3f, 0f);

        node = new GameObject("Node2");
        node.transform.parent        = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.6f, _capHeight * 0.15f, 0f);

        node = new GameObject("Node3");
        node.transform.parent        = root.transform;
        node.transform.localPosition = new Vector3(_capRadius, 0f, 0f);

        node = new GameObject("Node4");
        node.transform.parent        = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.8f, _capHeight * 0.65f, 0f);

        node = new GameObject("Node5");
        node.transform.parent        = root.transform;
        node.transform.localPosition = new Vector3(_capRadius * 0.45f, _capHeight * 0.95f, 0f);

        node = new GameObject("Node6");
        node.transform.parent   = root.transform;
        node.transform.position = new Vector3(0f, StemHeight + _capHeight, 0f);

//        for (var i = 1; i < 7; i++)
//        {
//            var node = new GameObject(string.Format("Node{0}", i));
//            node.transform.parent = root.transform;
//            node.transform.localPosition = new Vector3();
//
//            var x = Random.Range(-_curviness, _curviness);
//            var y = (i / (_numberOfTwists + 1f)) * StemHeight;
//            var z = Random.Range(-_curviness, _curviness);
//
//            if (i == _numberOfTwists + 1)
//                x = z = 0;
//
//            node.transform.position = new Vector3(x, y, z);
//        }

        //TestSplineController();
    }
Пример #35
0
 void Start()
 {
     mSplineController = GetComponent(typeof(SplineController)) as SplineController;
 }
Пример #36
0
    public override void OnInspectorGUI()
    {
        SplineController controller = (SplineController)target;                                                                                 //Cast the target (from Unity) as a SplineController

        controller.go = EditorGUILayout.Toggle("Go", controller.go);
        controller.reverseOrientation = EditorGUILayout.Toggle("Rev Orientation", controller.reverseOrientation);
        controller.currentSpline      = (Spline)EditorGUILayout.ObjectField("Current Spline", controller.currentSpline, typeof(Spline));
        controller.gravSpline         = (Spline)EditorGUILayout.ObjectField("Gravity Spline", controller.gravSpline, typeof(Spline));
        controller.gravityForce       = EditorGUILayout.FloatField("Gravity Force", controller.gravityForce);
        controller.looseFollow        = EditorGUILayout.Toggle("Loose Follow", controller.looseFollow);
        controller.snapDistance       = EditorGUILayout.FloatField("Snap Distance", controller.snapDistance);
        if (controller.currentSpline)
        {
            controller.startOnVert = EditorGUILayout.Toggle("Start On Vertex", controller.startOnVert);
            if (controller.startOnVert)
            {
                controller.startVert = EditorGUILayout.IntSlider("Initial Vertex", controller.startVert, 0, controller.currentSpline.Length - 1);
            }
        }
        controller.mode = (SplineController.Mode)EditorGUILayout.EnumPopup("Mode:", controller.mode);
        switch (controller.mode)
        {
        case SplineController.Mode.KEYBOARD:
            controller.airForce     = EditorGUILayout.FloatField("Air Force", controller.airForce);
            controller.maxAirSpeed  = EditorGUILayout.FloatField("Max Air Speed", controller.maxAirSpeed);
            controller.runForce     = EditorGUILayout.FloatField("Run Force", controller.runForce);
            controller.maxRunSpeed  = EditorGUILayout.FloatField("Max Run Speed", controller.maxRunSpeed);
            controller.stopForce    = EditorGUILayout.FloatField("Stop Force", controller.stopForce);
            controller.jumpVelocity = EditorGUILayout.FloatField("Jump Velocity", controller.jumpVelocity);
            controller.horizSpeed   = EditorGUILayout.FloatField("Initial Speed", controller.horizSpeed);
            break;

        case SplineController.Mode.MOUSE:
            controller.hoverOffset = EditorGUILayout.Vector3Field("Hover Offset", controller.hoverOffset);
            break;

        default:
            controller.goInReverse = EditorGUILayout.Toggle("Go In Reverse", controller.goInReverse);
            controller.horizSpeed  = EditorGUILayout.FloatField("Initial Speed", controller.horizSpeed);
            break;
        }
        //GUILayout.BeginHorizontal();
        //if(GUILayout.Button("Add Prev")) {											//Create a new node before this one
        //    Selection.activeObject = node.AddPrev();

        //}
        //if(GUILayout.Button("Add Next")) {
        //    Selection.activeObject = node.AddNext();
        //}
        //GUILayout.EndHorizontal();
        //if(GUILayout.Button("Disconnect")) {
        //    try {
        //        if(node.previous) Selection.activeObject = node.previous;
        //        else if(node.next) Selection.activeObject = node.next;
        //        else Selection.activeObject = null;
        //        node.Disconnect();
        //    } catch(System.Exception e) { }
        //}
        controller.advancedMode = EditorGUILayout.Foldout(controller.advancedMode, "Advanced");
        if (controller.advancedMode)
        {
            DrawDefaultInspector();
        }
    }
Пример #37
0
 // Use this for initialization
 void Start()
 {
     PLAYER            = this;
     _splineController = GetComponent <SplineController>() as SplineController;
 }
Пример #38
0
 public void Get(SplineController follower)
 {
     this.follower = follower;
 }
 // Use this for initialization
 void Start()
 {
     this.splineController = GetComponent <SplineController> ();
     this.rigidBody        = GetComponent <Rigidbody> ();
 }