Наследование: Behaviour
Пример #1
1
 public DrawGridParameters PrepareGridRender(Camera camera, Vector3 pivot, Quaternion rotation, float size, bool orthoMode, bool gridVisible)
 {
   bool flag1 = false;
   bool flag2 = false;
   bool flag3 = false;
   if (gridVisible)
   {
     if (orthoMode)
     {
       Vector3 vector3 = rotation * Vector3.forward;
       if ((double) Mathf.Abs(vector3.y) > 0.200000002980232)
         flag2 = true;
       else if (vector3 == Vector3.left || vector3 == Vector3.right)
         flag1 = true;
       else if (vector3 == Vector3.forward || vector3 == Vector3.back)
         flag3 = true;
     }
     else
       flag2 = true;
   }
   this.xGrid.target = flag1;
   this.yGrid.target = flag2;
   this.zGrid.target = flag3;
   DrawGridParameters drawGridParameters;
   drawGridParameters.pivot = pivot;
   drawGridParameters.color = (Color) SceneViewGrid.kViewGridColor;
   drawGridParameters.size = size;
   drawGridParameters.alphaX = this.xGrid.faded;
   drawGridParameters.alphaY = this.yGrid.faded;
   drawGridParameters.alphaZ = this.zGrid.faded;
   return drawGridParameters;
 }
        void Start()
        {
            m_Cam = GetComponent<Camera>();
            m_OriginalRotation = transform.localRotation;

            this.UpdateAsObservable()
                .Where(_ => GameState.Instance.GameStateReactiveProperty.Value == GameStateEnum.Countdown ||
                            GameState.Instance.GameStateReactiveProperty.Value == GameStateEnum.GameUpdate)
                .Select(_ =>
                {
                    var playerPos = PlayerManager.Instance.GetAlivePlayers()
                        .Select(x => x.transform.position);

                    var _x = playerPos.Average(x => x.x);
                    var _y = playerPos.Average(x => x.y);
                    var _z = playerPos.Average(x => x.z);

                    tergetPos = new Vector3(_x, _y, _z);
                    return tergetPos;

                }).DelayFrame(3)
                .Subscribe(target =>
                {
                    var campos = tergetPos + m_defaultPosition;
                    transform.position = Vector3.Lerp(this.transform.position, campos, Time.deltaTime * 5.0f);
             //       transform.LookAt(target - this.transform.position);
                });

        }
Пример #3
0
		public static Axis CalcDragAxis(Vector3 movement, Camera cam)
		{
			Vector3 mask = VectorToMask(movement);

			if(mask.x + mask.y + mask.z == 2)
			{
				return MaskToAxis(Vector3.one - mask);
			}
			else
			{
				switch( MaskToAxis(mask) )
				{
					case Axis.X:
						if( Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.up)) < Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.forward)))
							return Axis.Z;
						else
							return Axis.Y;

					case Axis.Y:
						if( Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.right)) < Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.forward)))
							return Axis.Z;
						else
							return Axis.X;

					case Axis.Z:
						if( Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.right)) < Mathf.Abs(Vector3.Dot(cam.transform.forward, Vector3.up)))
							return Axis.Y;
						else
							return Axis.X;
					default:

						return Axis.None;
				}
			}
		}
Пример #4
0
 /// <summary>
 /// Does the align.
 /// </summary>
 protected virtual void DoAlign()
 {
     if (alignCamera == null) alignCamera = Camera.main;
     // Just assume y value is centre, we could refine this for 3D with perspective by translation objects y position to scren position.
     Vector3 point = alignCamera.ScreenToWorldPoint (new Vector3(0, alignCamera.pixelHeight / 2.0f, -alignCamera.transform.position.z));
     transform.position = new Vector3 (point.x + offset, transform.position.y, transform.position.z);
 }
Пример #5
0
 public HUDCompass(Camera camera)
 {
     compassCamera = camera;
     HorizontalAlignment = HorizontalAlignment.Right;
     VerticalAlignment = VerticalAlignment.Bottom;
     LoadAssets();
 }
		public PreviewRenderUtility(bool renderFullScene)
		{
			GameObject gameObject = EditorUtility.CreateGameObjectWithHideFlags("PreRenderCamera", HideFlags.HideAndDontSave, new Type[]
			{
				typeof(Camera)
			});
			this.m_Camera = gameObject.GetComponent<Camera>();
			this.m_Camera.fieldOfView = this.m_CameraFieldOfView;
			this.m_Camera.enabled = false;
			this.m_Camera.clearFlags = CameraClearFlags.Depth;
			this.m_Camera.farClipPlane = 10f;
			this.m_Camera.nearClipPlane = 2f;
			this.m_Camera.backgroundColor = new Color(0.192156866f, 0.192156866f, 0.192156866f, 1f);
			this.m_Camera.renderingPath = RenderingPath.Forward;
			this.m_Camera.useOcclusionCulling = false;
			if (!renderFullScene)
			{
				Handles.SetCameraOnlyDrawMesh(this.m_Camera);
			}
			for (int i = 0; i < 2; i++)
			{
				GameObject gameObject2 = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, new Type[]
				{
					typeof(Light)
				});
				this.m_Light[i] = gameObject2.GetComponent<Light>();
				this.m_Light[i].type = LightType.Directional;
				this.m_Light[i].intensity = 1f;
				this.m_Light[i].enabled = false;
			}
			this.m_Light[0].color = SceneView.kSceneViewFrontLight;
			this.m_Light[1].transform.rotation = Quaternion.Euler(340f, 218f, 177f);
			this.m_Light[1].color = new Color(0.4f, 0.4f, 0.45f, 0f) * 0.7f;
		}
Пример #7
0
        public override void SetupCameraEvents(Camera _cam, RenderSystem _system)
        {
            var _evt = CameraEvent.AfterForwardAlpha;
            var _cmdBuf = GetCommandBufferForEvent(_cam, _evt, "MGFX.VolLine");
            _cmdBuf.Clear();

            var system = VolumetricLineSystem.instance;

            var propPt0 = Shader.PropertyToID("_VolLinePoint0");
            var propPt1 = Shader.PropertyToID("_VolLinePoint1");
            var propCol = Shader.PropertyToID("_VolLineColor");
            var propRad = Shader.PropertyToID("_VolLineRadius");
            Vector3 valPt0 = Vector3.zero;
            Vector3 valPt1 = Vector3.zero;
            Color valCol = Color.white;
            float valRad = 0;
            Matrix4x4 _m, _p;

            var _lut = m_LookUpTable;
            m_MaterialVolLine.SetTexture("_VolLineLUT", _lut);

            foreach (var _line in system.m_Lines)
            {
                valRad = _line.GetRenderMatrics(out _m, out _p);
                _line.GetPoints(_p, out valPt0, out valPt1);
                valCol = _line.GetLinearColor();

                _cmdBuf.SetGlobalVector(propPt0, valPt0);
                _cmdBuf.SetGlobalVector(propPt1, valPt1);
                _cmdBuf.SetGlobalColor(propCol, valCol);
                _cmdBuf.SetGlobalFloat(propRad, valRad);

                _cmdBuf.DrawMesh(m_CubeMesh, _m, m_MaterialVolLine, 0, 0);
            }
        }
        public override void OnEnter()
        {
            var go = Fsm.GetOwnerDefaultTarget(camera);
            if (go == null)
            {
                _cam = Camera.mainCamera;
            }else{

                Camera _camera = go.camera;
                if (_camera == null)
                {
                    LogError("Missing Camera Component!");
                    Finish();
                    return;
                }else{
                    _cam = _camera;
                }
            }

            DoRaycastFromScreen();

            if (repeatInterval.Value == 0)
            {
                Finish();
            }
        }
Пример #9
0
        // Use this for initialization
        private void Start()
        {
        	if (Application.loadedLevelName == "Sanctuary")
        	{
        		Sprint = true;
        		m_WalkSpeed = 5;
        		m_RunSpeed = 10;
        	}
        	else
        	{
				m_WalkSpeed = GetComponent<combatStats>().walkSpeed;
				m_RunSpeed = GetComponent<combatStats>().runSpeed;
				m_CrouchSpeed = GetComponent<combatStats>().crouchSpeed;
        	}
            m_CharacterController = GetComponent<CharacterController>();
            m_Camera = Camera.main;
            m_OriginalCameraPosition = m_Camera.transform.localPosition;
            m_FovKick.Setup(m_Camera);
            m_HeadBob.Setup(m_Camera, m_StepInterval);
            m_StepCycle = 0f;
            m_NextStep = m_StepCycle/2f;
            m_Jumping = false;
            m_AudioSource = GetComponent<AudioSource>();
			m_MouseLook.Init(transform , m_Camera.transform);
        }
        void Awake()
        {

            playerGameObject.transform.position = new Vector3(229, 1000, 5897);
            t_Camera = Camera.main;

        }
Пример #11
0
		public void Init(Camera _cam)
		{
			cam = _cam;

			Rect pr = GVScreen.DisplayRect;
			cam.pixelRect = new Rect(pr.x, Screen.height - pr.yMax, pr.width, pr.height);
		}
Пример #12
0
        private void OnEnable()
        {
            rb = GetComponent<Rigidbody>();
			activeCamera = GameObject.Find("Scene Camera").GetComponent<Camera>();
            gesture = GetComponent<TapGesture>();
            gesture.Tapped += tappedHandler;
        }
        private void Awake()
        {
            _selectionVisualCamera = this.GetComponentInChildren<Camera>();
            _selectionVisual = this.GetComponentInChildren<MeshRenderer>().transform;

            ToggleEnabled(false);
        }
Пример #14
0
 public void WaterTileBeingRendered(Transform tr, Camera currentCam)
 {
     if (currentCam && edgeBlend)
     {
         currentCam.depthTextureMode |= DepthTextureMode.Depth;
     }
 }
Пример #15
0
        private void Start()
		{
			_cameraTransform = transform;

            _mapRenderer = GameObject.Find("BaseMap").GetComponent<SpriteRenderer>();
            _bounds = _mapRenderer.sprite.bounds;
            _bounds.center = _mapRenderer.transform.position;

            _cameraTransform.position = new Vector3(_mapRenderer.transform.position.x, _mapRenderer.transform.position.y, -10);

			_basePosition = _cameraTransform.position;

			_offset = Vector3.zero;

            _camera = GetComponent<UnityEngine.Camera>();
            _windowaspect = (float)Screen.width / (float)Screen.height;
            _widthSize = _camera.orthographicSize * _windowaspect;
            SetBounds(_camera.orthographicSize);

            _camera.orthographicSize = _maxZoom;
            _zoom = _maxZoom;

            _pixelToUnitX = _widthSize * 2 / (float)Screen.width;
            _pixelToUnitY = _camera.orthographicSize * 2 / (float)Screen.height;


        }
Пример #16
0
 void Start()
 {
     if (GetComponent<Rigidbody>()) {
         GetComponent<Rigidbody>().freezeRotation = true;
     }
     _camera = GetComponentInChildren<Camera> ();
 }
Пример #17
0
		/// <summary>
		/// adds an offset to the cameras position each frame. shakeIntensity is degraded by shadeDegradation each frame until it nears 0.
		/// Once it reaches 0 the tween is removed from ZestKit. You can reuse it at anytime by just calling the shake method.
		/// 
		/// </summary>
		/// <param name="camera">the Camera to shake</param>
		/// <param name="shakeIntensity">how much should we shake it</param>
		/// <param name="shakeDegredation">higher values cause faster degradation</param>
		/// <param name="shakeDirection">Vector3.zero will result in a shake on just the x/y axis. any other values will result in the passed
		/// in shakeDirection * intensity being the offset the camera is moved</param>
		public CameraShakeTween( Camera camera, float shakeIntensity = 0.3f, float shakeDegredation = 0.95f, Vector3 shakeDirection = default( Vector3 ) )
		{
			_cameraTransform = camera.transform;
			_shakeIntensity = shakeIntensity;
			_shakeDegredation = shakeDegredation;
			_shakeDirection = shakeDirection.normalized;
		}
        protected virtual void Awake()
        {
            // Straightforward things happening here

            PointerEventDataCache = new PointerEventData(FindObjectOfType<EventSystem>());
            UiRootCamera = Camera.main;
        }
Пример #19
0
 //private int MaskLayer; // excludes hits to only objects here.
 //private float RayDistance;
 public HitManager(Camera asSeenByCamera)
 {
     Hit = new RaycastHit();
     //RayDistance = Mathf.Infinity;
     //MaskLayer = Physics.kDefaultRaycastLayers;
     SetHitCamera(asSeenByCamera);
 }
Пример #20
0
 /// <summary>
 /// calculate the area in which we draw the GUI, considering the current anchor option
 /// </summary>
 /// <param name="anchor">In what area of the scene view we should draw</param>
 /// <param name="sceneCamera">The camera of the scene view in which we render the GUI</param>
 /// <returns>the GUI area in the appropriate anchor position</returns>
 private static Rect CalculateGuiRect(TextAnchor anchor, Camera sceneCamera)
 {
     switch (anchor)
     {
         case TextAnchor.UpperLeft:
             return new Rect(GUI_AREA_MARGIN, GUI_AREA_MARGIN, WIDTH, HEIGHT);
         case TextAnchor.UpperCenter:
             return new Rect((sceneCamera.pixelWidth / 2f) - (WIDTH / 2f), GUI_AREA_MARGIN, WIDTH, HEIGHT);
         case TextAnchor.UpperRight:
             return new Rect((sceneCamera.pixelWidth - WIDTH - GUI_AREA_MARGIN) - UNITY_GIZMO_WIDTH, GUI_AREA_MARGIN, WIDTH, HEIGHT);
         case TextAnchor.MiddleLeft:
             return new Rect(GUI_AREA_MARGIN, (sceneCamera.pixelHeight / 2f) - (HEIGHT / 2f), WIDTH, HEIGHT);
         case TextAnchor.MiddleCenter:
             return new Rect((sceneCamera.pixelWidth / 2f) - (WIDTH / 2f), (sceneCamera.pixelHeight / 2f) - (HEIGHT / 2f), WIDTH, HEIGHT);
         case TextAnchor.MiddleRight:
             return new Rect((sceneCamera.pixelWidth - WIDTH - GUI_AREA_MARGIN), (sceneCamera.pixelHeight / 2f) - (HEIGHT / 2f), WIDTH, HEIGHT);
         case TextAnchor.LowerLeft:
             return new Rect(GUI_AREA_MARGIN, (sceneCamera.pixelHeight - HEIGHT - GUI_AREA_MARGIN), WIDTH, HEIGHT);
         case TextAnchor.LowerCenter:
             return new Rect((sceneCamera.pixelWidth / 2f) - (WIDTH / 2f), (sceneCamera.pixelHeight - HEIGHT - GUI_AREA_MARGIN), WIDTH, HEIGHT);
         case TextAnchor.LowerRight:
             return new Rect((sceneCamera.pixelWidth - WIDTH - GUI_AREA_MARGIN), (sceneCamera.pixelHeight - HEIGHT - GUI_AREA_MARGIN), WIDTH, HEIGHT);
         default:
             goto case TextAnchor.UpperLeft;
     }
 }
Пример #21
0
        public Minimap()
        {
            // Init minimap
            m_gameObject = new GameObject();
            m_icons = new List<MinimapIcon>();
            m_origBounds = new Rect(1920 - 224, 16, 209, 184);
            UpdateBounds();

            // Create the minimap render texture
            m_minimap = (Material)UnityEngine.Resources.Load("textures/minimapRT");

            // Create Camera
            m_camera = m_gameObject.AddComponent<Camera>();
            m_camera.isOrthoGraphic = true;
            m_camera.orthographicSize = 500f;
            m_camera.nearClipPlane = 10f;
            m_camera.farClipPlane = 1000f;
            m_camera.clearFlags = CameraClearFlags.Color;
            m_camera.backgroundColor = Color.black;
            m_camera.targetTexture = (RenderTexture)m_minimap.mainTexture;
            m_camera.rect = new Rect(0f, 0f, 1f, 1f);
            m_camera.cullingMask = 1 << LayerMask.NameToLayer("Terrain");
            m_gameObject.transform.position = new Vector3(0f, 100f, 0f);
            m_gameObject.transform.eulerAngles = new Vector3(90f, 0f, 0f);
            m_gameObject.layer = LayerMask.NameToLayer("Minimap");
            m_gameObject.name = "Minimap";
        }
Пример #22
0
        protected virtual void Awake()
        {
            // Straightforward things happening here

            PointerEventDataCache = new PointerEventData(FindObjectOfType<EventSystem>());
            UiRootCamera = GetComponentInParent<Canvas>().worldCamera;
        }
Пример #23
0
        public void RenderHelpCameras(Camera currentCam)
        {
            if (null == m_HelperCameras)
            {
                m_HelperCameras = new Dictionary<Camera, bool>();
            }

            if (!m_HelperCameras.ContainsKey(currentCam))
            {
                m_HelperCameras.Add(currentCam, false);
            }
            if (m_HelperCameras[currentCam])
            {
                return;
            }

            if (!m_ReflectionCamera)
            {
                m_ReflectionCamera = CreateReflectionCameraFor(currentCam);
            }

            RenderReflectionFor(currentCam, m_ReflectionCamera);

            m_HelperCameras[currentCam] = true;
        }
Пример #24
0
        Camera CreateReflectionCameraFor(Camera cam)
        {
            String reflName = gameObject.name + "Reflection" + cam.name;
            GameObject go = GameObject.Find(reflName);

            if (!go)
            {
                go = new GameObject(reflName, typeof(Camera));
            }
            if (!go.GetComponent(typeof(Camera)))
            {
                go.AddComponent(typeof(Camera));
            }
            Camera reflectCamera = go.GetComponent<Camera>();

            reflectCamera.backgroundColor = clearColor;
            reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;

            SetStandardCameraParameter(reflectCamera, reflectionMask);

            if (!reflectCamera.targetTexture)
            {
                reflectCamera.targetTexture = CreateTextureFor(cam);
            }

            return reflectCamera;
        }
Пример #25
0
 RenderTexture CreateTextureFor(Camera cam)
 {
     RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F),
         Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24);
     rt.hideFlags = HideFlags.DontSave;
     return rt;
 }
Пример #26
0
        public void Setup(Camera camera)
        {
            CheckStatus(camera);

            Camera = camera;
            OriginalFOV = camera.fieldOfView;
        }
Пример #27
0
        public void DragSelectionBox(Camera main, CursorPanGroup group, CursorButton button, TutorialAIManager manager, float delayTime, string methodName)
        {
            BoxSelector selector = main.GetComponent<BoxSelector>();
            if (selector == null) {
                Debug.LogError("Cannot find Box Selector component from camera, " + main.ToString() + ".");
                return;
            }

            if (button != CursorButton.Left_Click) {
                Debug.LogError("Selection box only works with left mouse button.");
                return;
            }

            selector.StartBoxSelection(group, 0.5f);
            this.icon.SetButton(button);
            this.buttonPressedElapsedTime = 0f;
            this.isButtonPressed = true;
            this.isButtonHeld = true;
            this.isAppearing = true;
            this.panningElapsedTime = 0f;
            this.startingPosition = group.start;
            this.endingPosition = group.end;
            this.rectTransform.position = group.start;

            manager.Invoke(methodName, delayTime);
            this.Invoke("HeldButtonRelease", delayTime);
        }
        public override void OnEnter()
        {
            _go = Fsm.GetOwnerDefaultTarget(camera);

            if (_go == null)
            {
                LogError("Missing gameObject!");
                return;
            }

            if (_go.camera == null)
            {
                LogError("Missing camera!");
                return;
            }

            oldCamera = Camera.main;

            SwitchCamera(Camera.main, _go.camera);

            if (makeMainCamera)
                _go.camera.tag = "MainCamera";

            Finish();
        }
Пример #29
0
        public override void OnSceneGUI()
        {
            var setCameraFOVAction = (HutongGames.PlayMaker.Actions.SetCameraFOV)target;
            if (setCameraFOVAction.fieldOfView.IsNone)
            {
                return;
            }

            var go = setCameraFOVAction.Fsm.GetOwnerDefaultTarget(setCameraFOVAction.gameObject);
            var fov = setCameraFOVAction.fieldOfView.Value;

            if (go != null && fov > 0)
            {
                if (go != cachedGameObject || camera == null)
                {
                    camera = go.GetComponent<Camera>();
                    cachedGameObject = go;
                }

                if (camera != null)
                {
                    var originalFOV = camera.fieldOfView;
                    camera.fieldOfView = setCameraFOVAction.fieldOfView.Value;

                    Handles.color = new Color(1, 1, 0, .5f);
                    SceneGUI.DrawCameraFrustrum(camera);

                    camera.fieldOfView = originalFOV;
                }
            }
        }
Пример #30
0
        public void Awake()
        {
            _transform = transform;

            // Find player camera controller
            PlayerCameraController cameraController = FindObjectOfType<PlayerCameraController>();
            if (cameraController == null)
            {
                Debug.LogWarning("Either no player camera controller present within the scene, or Player script is unable to find it");
            }
            else
            {
                // Get player camera
                _playerCamera = cameraController.GetComponentInChildren<Camera>();
                if (_playerCamera == null)
                {
                    Debug.LogWarning("Player script is unable to find the player camera");
                }
            }

            // Ensure player is able to trigger explsions
            if (_explosionsAmount <= 0)
            {
                Debug.LogWarning("Player will not be able to trigger explosions, with current explosion count");
            }
            if (_explodableLayers.value == 0)
            {
                Debug.LogWarning("Player will not be able to trigger explosions, with current explodable layers settings");
            }
        }
Пример #31
0
    public bool Connect(Config config)
    {
        IntPtr unityCameraTexture = IntPtr.Zero;

        if (config.CapturerType == CapturerType.UnityCamera)
        {
            unityCamera = config.UnityCamera;
            var texture = new UnityEngine.RenderTexture(config.VideoWidth, config.VideoHeight, 0, UnityEngine.RenderTextureFormat.BGRA32);
            unityCamera.targetTexture = texture;
            unityCamera.enabled       = true;
            unityCameraTexture        = texture.GetNativeTexturePtr();
        }

        var role =
            config.Role == Role.Sendonly ? "sendonly" :
            config.Role == Role.Recvonly ? "recvonly" : "sendrecv";

        return(sora_connect(
                   p,
                   UnityEngine.Application.unityVersion,
                   config.SignalingUrl,
                   config.ChannelId,
                   config.Metadata,
                   role,
                   config.Multistream,
                   (int)config.CapturerType,
                   unityCameraTexture,
                   config.VideoCapturerDevice,
                   config.VideoWidth,
                   config.VideoHeight,
                   config.VideoCodec.ToString(),
                   config.VideoBitrate,
                   config.UnityAudioInput,
                   config.UnityAudioOutput,
                   config.AudioRecordingDevice,
                   config.AudioPlayoutDevice,
                   config.AudioCodec.ToString(),
                   config.AudioBitrate) == 0);
    }
Пример #32
0
        /// <summary>
        /// Updates the positions and rotations of each tracker's parent object according to the replay time.
        /// </summary>
        public override void LateUpdate()
        {
            if (dynamicCamera == null)
            {
                dynamicCamera = UnityEngine.Object.FindObjectOfType <DynamicCamera>();
                camera        = dynamicCamera.GetComponent <UnityEngine.Camera>();
            }

            if (Input.InputControl.GetButtonDown(Controls.Global.GetButtons().cameraToggle))
            {
                dynamicCamera.ToggleCameraState(dynamicCamera.ActiveState);
            }

            if (firstFrame)
            {
                firstFrame = false;
            }
            else if (UnityEngine.Input.GetKeyDown(KeyCode.Space))
            {
                if (UnityEngine.Input.GetKey(KeyCode.LeftControl) || UnityEngine.Input.GetKey(KeyCode.RightControl))
                {
                    rewindTime   = Tracker.Lifetime;
                    playbackMode = PlaybackMode.Play;
                }
                else
                {
                    switch (playbackMode)
                    {
                    case PlaybackMode.Paused:
                        if (rewindTime == 0f)
                        {
                            rewindTime = Tracker.Lifetime;
                        }
                        playbackMode = PlaybackMode.Play;
                        break;

                    case PlaybackMode.Play:
                    case PlaybackMode.Rewind:
                        playbackMode = PlaybackMode.Paused;
                        break;
                    }
                }
            }

            switch (playbackMode)
            {
            case PlaybackMode.Rewind:
                rewindTime += Time.deltaTime;
                break;

            case PlaybackMode.Play:
                rewindTime -= Time.deltaTime;
                break;
            }

            if (UnityEngine.Input.GetKey(KeyCode.LeftArrow))
            {
                rewindTime  += Time.deltaTime * (UnityEngine.Input.GetKey(KeyCode.LeftControl) || UnityEngine.Input.GetKey(KeyCode.RightControl) ? 0.05f : 0.25f);
                playbackMode = PlaybackMode.Paused;
            }

            if (UnityEngine.Input.GetKey(KeyCode.RightArrow))
            {
                rewindTime  -= Time.deltaTime * (UnityEngine.Input.GetKey(KeyCode.LeftControl) || UnityEngine.Input.GetKey(KeyCode.RightControl) ? 0.05f : 0.25f);
                playbackMode = PlaybackMode.Paused;
            }

            if (rewindTime < 0.0f)
            {
                rewindTime   = 0.0f;
                playbackMode = PlaybackMode.Paused;
            }
            else if (rewindTime > Tracker.Lifetime)
            {
                rewindTime   = Tracker.Lifetime;
                playbackMode = PlaybackMode.Paused;
            }

            foreach (Tracker t in trackers)
            {
                float replayTime   = RewindFrame;
                int   currentIndex = (int)Math.Floor(replayTime);

                StateDescriptor lowerState = t.States[currentIndex];
                StateDescriptor upperState = currentIndex < t.States.Length - 1 ? t.States[currentIndex + 1] : lowerState;

                float percent = replayTime - currentIndex;

                BRigidBody rb = t.GetComponent <BRigidBody>();

                if (!rb.GetCollisionObject().IsActive)
                {
                    rb.GetCollisionObject().Activate();
                }

                rb.SetPosition(BulletSharp.Math.Vector3.Lerp(lowerState.Position, upperState.Position, percent).ToUnity());
                rb.SetRotation(BulletSharp.Math.Matrix.Lerp(lowerState.Rotation, upperState.Rotation, percent).GetOrientation().ToUnity());
            }
        }
Пример #33
0
 void Start()
 {
     camera    = UnityEngine.Camera.main;
     FPSCamera = GameObject.Find("FPS Camera");
     ShowCursor(false);
 }
Пример #34
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        // extension methods to Camera
        public static Vector3f GetTarget(this UnityEngine.Camera c)
        {
            CameraTarget t = c.gameObject.GetComponent <CameraTarget>();

            return(t.TargetPoint);
        }
Пример #35
0
 private void Start()
 {
     _camera = GetComponent <UnityEngine.Camera>();
     AttachToBoard();
     _transform = transform;
 }
Пример #36
0
 // Start is called before the first frame update
 void Start()
 {
     _tooltips = GetComponents <TooltipTrigger>();
     _camera   = UnityEngine.Camera.main;
     _isActive = false;
 }
Пример #37
0
 // Start is called before the first frame update
 private void Start()
 {
     _cam      = UnityEngine.Camera.main;
     _contexts = Contexts.sharedInstance;
 }
Пример #38
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 public override void OnEnable() => Component = gameObject.GetComponent <UnityEngine.Camera>();
Пример #39
0
 //helper method: returns position of mouse with z axis
 private Vector3 GetMouseWorldPositionWithZ(Vector3 screenPosition, UnityEngine.Camera worldCamera)
 {
     return(worldCamera.ScreenToWorldPoint(Mouse.current.position.ReadValue()));
 }
Пример #40
0
 public virtual void Initialize(UnityEngine.Camera uiCamera)
 {
     _canvas.worldCamera = uiCamera;
 }
Пример #41
0
 void Start()
 {
     this.cam = this.GetComponent <UnityEngine.Camera>();
     this.cam.backgroundColor = this.baseColor;
     this.StartCoroutine(this.delayedFlash());
 }
Пример #42
0
 public void StreamResourcesForBuiltInCamera(UnityEngine.Camera camera)
 {
     m_implementation.StreamResourcesForBuiltInCamera(camera);
 }
Пример #43
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 protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, UnityEngine.Camera cam)
 {
     if (magnitude > moveThreshold)
     {
         Vector2 difference = normalised * (magnitude - moveThreshold) * radius;
         background.anchoredPosition += difference;
     }
     base.HandleInput(magnitude, normalised, radius, cam);
 }
Пример #44
0
 void Start()
 {
     cam    = UnityEngine.Camera.main;
     Target = GenerateTarget();
 }
Пример #45
0
 /// <summary>
 /// Sets the camera that is then controlled by the Wrld map.
 /// </summary>
 /// <param name="camera">A Unity camera that can provide the frustum for streaming and is controlled by the Wrld map</param>
 public void SetControlledCamera(UnityEngine.Camera camera)
 {
     m_controlledCamera = camera;
 }
Пример #46
0
 void Start()
 {
     parentCamera = GetComponentInParent <UnityEngine.Camera>();
 }
Пример #47
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    protected override void MapObjects()
    {
        //Main Camera
        GameObject gameObject12566 = new GameObject();

        SetObject(12566, gameObject12566);
        Transform transform12572 = gameObject12566.transform;

        SetObject(12572, transform12572);
        UnityEngine.Camera component12570 = gameObject12566.AddComponent <UnityEngine.Camera>();
        SetObject(12570, component12570);
        UnityEngine.AudioListener component12568 = gameObject12566.AddComponent <UnityEngine.AudioListener>();
        SetObject(12568, component12568);

        //Directional Light
        GameObject gameObject12560 = new GameObject();

        SetObject(12560, gameObject12560);
        Transform transform12564 = gameObject12560.transform;

        SetObject(12564, transform12564);
        UnityEngine.Light component12562 = gameObject12560.AddComponent <UnityEngine.Light>();
        SetObject(12562, component12562);

        //deathToAmeri ca
        GameObject gameObject12556 = new GameObject();

        SetObject(12556, gameObject12556);
        Transform transform12558 = gameObject12556.transform;

        SetObject(12558, transform12558);

        //blep
        GameObject gameObject12536 = new GameObject();

        SetObject(12536, gameObject12536);
        Transform transform12538 = gameObject12536.transform;

        SetObject(12538, transform12538);

        //GameObject
        GameObject gameObject12540 = new GameObject();

        SetObject(12540, gameObject12540);
        Transform transform12542 = gameObject12540.transform;

        SetObject(12542, transform12542);
        NewBehaviourScript1 component12544 = gameObject12540.AddComponent <NewBehaviourScript1>();

        SetObject(12544, component12544);

        //GameObject (1)
        GameObject gameObject12552 = new GameObject();

        SetObject(12552, gameObject12552);
        Transform transform12554 = gameObject12552.transform;

        SetObject(12554, transform12554);

        //Audio Source
        GameObject gameObject12546 = new GameObject();

        SetObject(12546, gameObject12546);
        Transform transform12548 = gameObject12546.transform;

        SetObject(12548, transform12548);
        UnityEngine.AudioSource component12550 = gameObject12546.AddComponent <UnityEngine.AudioSource>();
        SetObject(12550, component12550);

        //DefaultMcGee
        GameObject gameObject_6870 = new GameObject();

        SetObject(-6870, gameObject_6870);
        Transform transform_6872 = gameObject_6870.transform;

        SetObject(-6872, transform_6872);
    }
Пример #48
0
 protected void Start()
 {
     cameraTracker = (ICameraTracker)GetComponent(typeof(ICameraTracker));
     uCamera       = targetCamera;
     AutoResize();
 }
Пример #49
0
 private void TransitionStarted(CameraApi controller, UnityEngine.Camera camera)
 {
     IsTransitioning = true;
 }
Пример #50
0
 private void TransitionEnded(CameraApi controller, UnityEngine.Camera camera)
 {
     IsTransitioning = false;
 }
        void DrawFocalLengthControl(Rect rect, SerializedProperty property, GUIContent label)
        {
            const float hSpace        = 2;
            var         FOVProperty   = property.FindPropertyRelative(() => m_LensSettingsDef.FieldOfView);
            float       dropdownWidth = (rect.width - EditorGUIUtility.labelWidth) / 4;

            rect.width -= dropdownWidth + hSpace;

            float f = CameraExtensions.FieldOfViewToFocalLength(FOVProperty.floatValue, SensorSize.y);

            EditorGUI.BeginProperty(rect, label, FOVProperty);
            f = EditorGUI.FloatField(rect, label, f);
            f = CameraExtensions.FocalLengthToFieldOfView(Mathf.Max(f, 0.0001f), SensorSize.y);
            if (!Mathf.Approximately(FOVProperty.floatValue, f))
            {
                FOVProperty.floatValue = Mathf.Clamp(f, 1, 179);
            }
            EditorGUI.EndProperty();

            rect.x += rect.width + hSpace; rect.width = dropdownWidth;

#if CINEMACHINE_HDRP
            CinemachineLensPresets presets = CinemachineLensPresets.InstanceIfExists;
            int preset = -1;
            if (presets != null)
            {
                var focalLength    = CameraExtensions.FieldOfViewToFocalLength(FOVProperty.floatValue, SensorSize.y);
                var aperture       = property.FindPropertyRelative(() => m_LensSettingsDef.Aperture).floatValue;
                var iso            = property.FindPropertyRelative(() => m_LensSettingsDef.Iso).intValue;
                var shutterSpeed   = property.FindPropertyRelative(() => m_LensSettingsDef.ShutterSpeed).floatValue;
                var bladeCount     = property.FindPropertyRelative(() => m_LensSettingsDef.BladeCount).intValue;
                var curvature      = property.FindPropertyRelative(() => m_LensSettingsDef.Curvature).vector2Value;
                var barrelClipping = property.FindPropertyRelative(() => m_LensSettingsDef.BarrelClipping).floatValue;
                var anamprphism    = property.FindPropertyRelative(() => m_LensSettingsDef.Anamorphism).floatValue;
                var lensShift      = property.FindPropertyRelative(() => m_LensSettingsDef.LensShift).vector2Value;

                preset = presets.GetMatchingPhysicalPreset(
                    focalLength, iso, shutterSpeed, aperture, bladeCount,
                    curvature, barrelClipping, anamprphism, lensShift);
            }
            rect.x -= ExtraSpaceHackWTF(); rect.width += ExtraSpaceHackWTF();
            int selection = EditorGUI.Popup(rect, GUIContent.none, preset, m_PhysicalPresetOptions);
            if (selection == m_PhysicalPresetOptions.Length - 1 && CinemachineLensPresets.Instance != null)
            {
                Selection.activeObject = presets = CinemachineLensPresets.Instance;
            }
            else if (selection >= 0 && selection < m_PhysicalPresetOptions.Length - 1)
            {
                var v = presets.m_PhysicalPresets[selection];
                FOVProperty.floatValue = CameraExtensions.FocalLengthToFieldOfView(v.m_FocalLength, SensorSize.y);
                property.FindPropertyRelative(() => m_LensSettingsDef.Aperture).floatValue       = v.Aperture;
                property.FindPropertyRelative(() => m_LensSettingsDef.Iso).intValue              = v.Iso;
                property.FindPropertyRelative(() => m_LensSettingsDef.ShutterSpeed).floatValue   = v.ShutterSpeed;
                property.FindPropertyRelative(() => m_LensSettingsDef.BladeCount).intValue       = v.BladeCount;
                property.FindPropertyRelative(() => m_LensSettingsDef.Curvature).vector2Value    = v.Curvature;
                property.FindPropertyRelative(() => m_LensSettingsDef.BarrelClipping).floatValue = v.BarrelClipping;
                property.FindPropertyRelative(() => m_LensSettingsDef.Anamorphism).floatValue    = v.Anamorphism;
                property.FindPropertyRelative(() => m_LensSettingsDef.LensShift).vector2Value    = v.LensShift;
                property.serializedObject.ApplyModifiedProperties();
            }
#else
            CinemachineLensPresets presets = CinemachineLensPresets.InstanceIfExists;
            int preset = (presets == null) ? -1 : presets.GetMatchingPhysicalPreset(
                CameraExtensions.FieldOfViewToFocalLength(FOVProperty.floatValue, SensorSize.y));
            rect.x -= ExtraSpaceHackWTF(); rect.width += ExtraSpaceHackWTF();
            int selection = EditorGUI.Popup(rect, GUIContent.none, preset, m_PhysicalPresetOptions);
            if (selection == m_PhysicalPresetOptions.Length - 1 && CinemachineLensPresets.Instance != null)
            {
                Selection.activeObject = presets = CinemachineLensPresets.Instance;
            }
            else if (selection >= 0 && selection < m_PhysicalPresetOptions.Length - 1)
            {
                FOVProperty.floatValue = CameraExtensions.FocalLengthToFieldOfView(
                    presets.m_PhysicalPresets[selection].m_FocalLength, SensorSize.y);
                property.serializedObject.ApplyModifiedProperties();
            }
#endif
        }
Пример #52
0
 /// <summary>
 /// Credits: http://wiki.unity3d.com/index.php?title=IsVisibleFrom
 /// </summary>
 public static bool IsVisibleFrom(this Renderer renderer, UnityEngine.Camera camera)
 {
     Plane[] planes = GeometryUtility.CalculateFrustumPlanes(camera);
     return(GeometryUtility.TestPlanesAABB(planes, renderer.bounds));
 }
Пример #53
0
    public static void TickBullets(World model)
    {
        foreach (var bullet in model.bullets.Values)
        {
            bullet.dir += model.wind;
            bullet.pos += bullet.dir * bullet.speed;

            UnityEngine.Camera  cam = UnityEngine.Camera.main;
            UnityEngine.Vector2 bulletViewportPos = cam.WorldToViewportPoint(bullet.pos.Vector3());
            UnityEngine.Vector3 bulletWorldPos    = bullet.pos.Vector3();

            if (bulletViewportPos.x < 0 || bulletViewportPos.x > 1)
            {
                bullet.dir = new Position(-bullet.dir.x, bullet.dir.y).Normalize();
                bullet.pos = new Position(
                    cam.ViewportToWorldPoint(
                        new UnityEngine.Vector2(UnityEngine.Mathf.Clamp01(bulletViewportPos.x), bulletViewportPos.y)
                        )
                    );
                bullet.ricochetLifeHits--;

                AudioController.Instance.PlaySound(AudioController.Sound.Ricoshet);
            }
            if (bulletViewportPos.y < 0 || bulletViewportPos.y > 1)
            {
                bullet.dir = new Position(bullet.dir.x, -bullet.dir.y).Normalize();
                bullet.pos = new Position(
                    cam.ViewportToWorldPoint(
                        new UnityEngine.Vector2(bulletViewportPos.x, UnityEngine.Mathf.Clamp01(bulletViewportPos.y))
                        )
                    );
                bullet.ricochetLifeHits--;
                AudioController.Instance.PlaySound(AudioController.Sound.Ricoshet);
            }

            foreach (var bandit in model.bandits.Values)
            {
                Circle bulletCircle = CollisionService.CreateCircle(bullet.pos, bullet.dir * bullet.radius, bullet.radius);
                Circle banditCircle = CollisionService.CreateCircle(bandit.pos, new Position(), bandit.radius);

                Position hitPoint;
                if (CollisionService.DynamicToStaticCircleCollision(bulletCircle, banditCircle, out hitPoint))
                {
                    model.gizmos.Add(hitPoint);

                    Position delta  = hitPoint - bandit.pos;
                    Position normal = delta.Normalize();

                    Position pushDir = (bullet.dir * 0.5f + normal * 0.75f).Normalize();


                    bullet.pos = hitPoint;
                    bullet.dir = pushDir;
                    bullet.ricochetLifeHits--;
                    bullet.hits++;

                    bandit.pos += pushDir * -2f;
                    bandit.hp--;

                    if (bandit.hp <= 0)
                    {
                        bandit.isActive = false;
                    }
                    else if (bandit.hp > 0)
                    {
                        model.events.Enqueue(new BanditDamagedEvent(bandit.id));
                    }
                }
            }

            if (bullet.ricochetLifeHits <= 0)
            {
                bullet.isActive = false;
            }
        }
    }
Пример #54
0
 // Use this for initialization
 void Start()
 {
     camTrans = this.transform;
     camSize  = GetComponent <Camera>();
 }
 public void StreamResourcesForCamera(UnityEngine.Camera zeroBasedCameraECEF, DoubleVector3 cameraOriginECEF, DoubleVector3 interestPointECEF)
 {
     m_streamingUpdater.Update(zeroBasedCameraECEF, cameraOriginECEF, interestPointECEF);
 }
Пример #56
0
 public override bool Raycast(UnityEngine.Vector2 sp, UnityEngine.Camera eventCamera)
 {
     return(raycastTarget);
 }
Пример #57
0
        /// <summary>
        ///     Gets the Mouse Position with Z Axis
        /// </summary>
        /// <param name="screenPosition"> The Current position of the player within screen-context</param>
        /// <param name="worldCamera">The WorldView Camera</param>
        /// <returns>A Vector3 With the relative mouse position</returns>
        public Vector3 GetMouseWorldPositionWithZ(Vector3 screenPosition, UnityEngine.Camera worldCamera)
        {
            var mousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 1.0f);

            return(worldCamera.ScreenToWorldPoint(mousePos));
        }
Пример #58
0
 void Start()
 {
     this.tr  = this.transform;
     this.cam = this.GetComponent <UnityEngine.Camera>();
     this.Initialize();
 }
 void Reset()
 {
     camera = GetComponent <UnityEngine.Camera>();
 }
Пример #60
0
 public static bool IsObjectVisible(this UnityEngine.Camera @this, Renderer renderer)
 {
     return(GeometryUtility.TestPlanesAABB(GeometryUtility.CalculateFrustumPlanes(@this), renderer.bounds));
 }