// Use this for initialization void Start() { trackedObj = GetComponent <SteamVR_TrackedObject>(); Assert.IsTrue(text != null, "Debug text cannot null"); Assert.IsTrue(monitor != null, "Debug monitor cannot null"); text.enabled = true; monitor.SetActive(true); vC = sceneManager.instance.vCs [visIndex]; }
// Use this for initialization void Start() { Assert.IsTrue(angle != null); q = angle.transform.eulerAngles; //get initial angle of camera vC = GetComponent <visibilityCheck> (); lb = GetComponent <laserBehavior> (); audioSrc = GetComponent <GvrAudioSource> (); Assert.IsTrue(audioSrc.clip != null); audioSrc.playOnAwake = false; audioSrc.loop = true; }
void processDebugControls() { device = SteamVR_Controller.Input((int)trackedObj.index); if (device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger) && gameObject.name == "Controller (left)") { visIndex = (visIndex + 1) % sceneManager.instance.vCs.Length; vC = sceneManager.instance.vCs [visIndex]; } monitor.GetComponent <Renderer> ().material.mainTexture = vC.rt; //Make sure updates are slow enough to be readable if (Time.frameCount % 90 == 0) { text.text = vC.gameObject.name + "\nVisScore: " + vC.visScore + "\nscreenSpace: " + vC.screenSpaceFactor + " " + vC.screenSpace + "\ncolorContrast: " + vC.colorContrastFactor + " " + vC.colorContrast + "\nposition: " + vC.posPenFactor + " " + vC.positionPen; } }
void Start() { for (int i = 0; i < points.Length; i++) { Assert.IsTrue(points [i] != null); } anim = GetComponent <Animator>(); rb = gameObject.GetComponent <Rigidbody>(); vC = gameObject.GetComponent <visibilityCheck> (); lb = gameObject.GetComponentInChildren <laserBehavior> (); agent = GetComponent <NavMeshAgent>(); audioSrc = GetComponent <GvrAudioSource> (); target = sceneManager.instance.target; // Disabling auto-braking allows for continuous movement // between points (ie, the agent doesn't slow down as it // approaches a destination point). agent.autoBraking = true; agent.speed = 0.1f; GotoNextWayPoint(); }