public static Sound PlaySoundOneTime(string soundToPlayRoot, Vector3 iniPos = new Vector3(), Transform container = null) { return(null); CamControl mainCam = USearch.FindCurrentCamera(); Sound temp = null; if (Settings.ISSoundOn) { if (iniPos == Vector3.zero) { iniPos = mainCam.transform.GetComponent <Camera>().transform.position; } temp = (Sound)General.Create(soundToPlayRoot, iniPos); } if (container == null) { temp.transform.SetParent(mainCam.transform.GetComponent <Camera>().transform); } else { temp.transform.SetParent(container); } return(temp); }
// Use this for initialization private void Start() { iniTransf = transform; mainCam = USearch.FindCurrentCamera(); if (isToKeepDistanceFromCamAndRotateLikeChild) { difference = mainCam.transform.position - transform.position; } }
/// <summary> /// Will ray cast to all obj from active camera will ret the raycast /// </summary> /// <param name="screenPoint"></param> /// <returns></returns> public static RaycastHit RayCastAll(Vector2 screenPoint) { CamControl mainCam = USearch.FindCurrentCamera(); RaycastHit HitMouse = new RaycastHit(); if (Physics.Raycast(mainCam.transform.GetComponent <Camera>().ScreenPointToRay(screenPoint), out HitMouse, Mathf.Infinity)) { } else { //Debug.Log("Mouse Did not Hit any obj UPoly.cs"); } return(HitMouse); }
// Update is called once per frame new internal void Update() { if (isToFollowCamera) { if (Camera.main != null) { transform.position = Camera.main.transform.position; } else { mainCamera = USearch.FindCurrentCamera(); transform.position = mainCamera.transform.position; } } }
/// <summary> /// Will ray cast to layer , from active camera will ret the raycast /// </summary> /// <param name="screenPoint"></param> /// <returns></returns> public static RaycastHit RayCastLayer(Vector2 screenPoint, int layerNumb) { CamControl mainCam = USearch.FindCurrentCamera(); RaycastHit HitMouse = new RaycastHit(); int layerMask = 1 << layerNumb; if (Physics.Raycast(mainCam.transform.GetComponent <Camera>().ScreenPointToRay(screenPoint), out HitMouse, Mathf.Infinity, layerMask)) { } else { //Debug.Log("Mouse Did not Hit Layer:"+layerNumb); } return(HitMouse); }
// Use this for initialization void Start() { camera = USearch.FindCurrentCamera(); Malla = (Malla)General.Create(Root.malla, container: Program.ClassContainer.transform); Poly = new UPoly(); subDivide = new SubDivider(); Vertex = new Vertexer(); iniTerr = new InitializerTerrain(); iniTerr.Initializer(ref Vertices, ref mesh); iniTerr.InitializeMallaStats(Vertices, ref wholeMalla, ref nextStart, ref zLot); SubPolyr = new SubPolyr(); subMesh = new SubMeshData(); IsLoading = true; //bz is static and if a new game is started needs to clean up and start again CrystalManager1 = new CrystalManager(); }
/// <summary> /// Will ray cast to terrain (layer mask 8) from active camera will ret the raycast /// </summary> /// <param name="screenPoint"></param> /// <returns></returns> public static RaycastHit RayCastTerrain(Vector2 screenPoint) { CamControl mainCam = USearch.FindCurrentCamera(); RaycastHit HitMouseOnTerrain = new RaycastHit(); // Bit shift the index of the layer (8) to get a bit mask // This would cast rays only against colliders in layer 8. int layerMask = 1 << 8; // Does the ray intersect any objects in the layer 8 "Terrain Layer" if (Physics.Raycast(mainCam.transform.GetComponent <Camera>().ScreenPointToRay(screenPoint), out HitMouseOnTerrain, Mathf.Infinity, layerMask)) { } else { //Debug.Log("Mouse Did not Hit Layer 8: Terrain. UPoly.cs"); } return(HitMouseOnTerrain); }