public void Initialize(Transform t, PlayerEventHandler pl, AudioSource aS) { m_Transform = t; // m_Player = pl; //m_Audio = aS; m_Pulse = new AlphaPulse(m_PreviewColor, m_PulseMin, m_PulseMax); }
public void AddMapPoint(GameObject o, string objectName, string textureName, float scale = 2.0f) { Vector3 mapPoint = WorldToMapPoint(o.transform.position); // make a quad with the proper texture. GameObject newPoint = (GameObject)Instantiate(MapPointPrefab, new Vector3(mapPoint.x, mapPoint.y, -3.0f), Quaternion.identity); newPoint.name = objectName; newPoint.GetComponent <Renderer>().material.mainTexture = Resources.Load <Texture2D> (textureName); // newPoint.transform.localScale = new Vector3 (scale, scale, scale); AlphaPulse ap = newPoint.AddComponent <AlphaPulse> (); ap.MinAlpha = 0.3f; ap.MaxAlpha = 1.0f; ap.PulseSpeed = 1.5f; ap.On = true; newPoint.transform.parent = transform; }
void Start() { _uiCamera = GetComponentInChildren <Camera>(); _touchInput = GetComponent <TouchInput>(); _nontouchInput = GetComponent <NontouchInput>(); _craftingMenu = GetComponent <CraftingMenu>(); #if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBPLAYER _touchInput.enabled = false; #elif (UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR _nontouchInput.enabled = false; #endif _playerHeartBox = GameManager.Player.gameObject.GetComponentInChildren <HeartBox>(); Transform hurtVignette = (Transform)Instantiate(HurtVignette, HurtVignette.position, HurtVignette.rotation); hurtVignette.parent = transform; _hurtVignetteAlpha = hurtVignette.GetComponent <AlphaPulse>(); Transform chaseVignette = (Transform)Instantiate(ChaseVignette, ChaseVignette.position, ChaseVignette.rotation); chaseVignette.parent = transform; _chaseVignetteAlpha = chaseVignette.GetComponent <AlphaPulse>(); Transform searchVignette = (Transform)Instantiate(SearchVignette, SearchVignette.position, SearchVignette.rotation); searchVignette.parent = transform; _searchVignetteAlpha = searchVignette.GetComponent <AlphaPulse>(); Transform flash = (Transform)Instantiate(LensFlareFlash, LensFlareFlash.position, LensFlareFlash.rotation); flash.parent = transform; _flashAlpha = flash.GetComponent <AlphaPulse>(); _hasFlashed = false; _matteBars = (Transform)Instantiate(MatteBars, MatteBars.position, MatteBars.rotation); _matteBars.parent = transform; Transform stealthKillVignette = (Transform)Instantiate(StealthKillVignette, StealthKillVignette.position, StealthKillVignette.rotation); stealthKillVignette.parent = transform; _stealthKillVignette = stealthKillVignette.GetComponent <Fader>(); Color stealthColor = _stealthKillVignette.GetComponent <Renderer>().material.color; stealthColor.a = 0; _stealthKillVignette.GetComponent <Renderer>().material.color = stealthColor; Transform stealthKillVignette1 = (Transform)Instantiate(StealthKillVignette1, StealthKillVignette1.position, StealthKillVignette1.rotation); stealthKillVignette1.parent = transform; _stealthKillVignette1 = stealthKillVignette1.GetComponent <Fader>(); _stealthKillVignette1.GetComponent <Renderer>().material.color = stealthColor; Transform stealthKillVignette2 = (Transform)Instantiate(StealthKillVignette2, StealthKillVignette2.position, StealthKillVignette2.rotation); stealthKillVignette2.parent = transform; _stealthKillVignette2 = stealthKillVignette2.GetComponent <Fader>(); _stealthKillVignette2.GetComponent <Renderer>().material.color = stealthColor; _weaponWheelPos = new Vector3(1, 1, 8); _weaponWheelPos = _uiCamera.ViewportToWorldPoint(_weaponWheelPos); _currentWeapon = 0; // weapon quads at proper positions _weaponQuads = new GameObject[3]; _weaponCountQuads = new GameObject[3]; Vector3 quadPos = _weaponWheelPos + Vector3.left * WeaponRadius; quadPos.z = -4.0f; _weaponQuads [0] = (GameObject)Instantiate(WeaponQuadPrefab, quadPos, Quaternion.identity); _weaponQuads [0].transform.parent = _craftingMenu.WeaponWheel.transform; quadPos = _weaponWheelPos + Vector3.RotateTowards(Vector3.left, Vector3.down, Mathf.PI / 4.0f, 0.0f) * WeaponRadius; quadPos.z = -4.0f; _weaponQuads [1] = (GameObject)Instantiate(WeaponQuadPrefab, quadPos, Quaternion.identity); _weaponQuads [1].transform.parent = _craftingMenu.WeaponWheel.transform; quadPos = _weaponWheelPos + Vector3.down * WeaponRadius; quadPos.z = -4.0f; _weaponQuads [2] = (GameObject)Instantiate(WeaponQuadPrefab, quadPos, Quaternion.identity); _weaponQuads [2].transform.parent = _craftingMenu.WeaponWheel.transform; quadPos = _weaponWheelPos + Vector3.left * WeaponCountRadius; quadPos.z = -4.0f; _weaponCountQuads [0] = (GameObject)Instantiate(WeaponCountQuadPrefab, quadPos, Quaternion.identity); _weaponCountQuads [0].transform.parent = _craftingMenu.WeaponWheel.transform; quadPos = _weaponWheelPos + Vector3.RotateTowards(Vector3.left, Vector3.down, Mathf.PI / 4.0f, 0.0f) * WeaponCountRadius; quadPos.z = -4.0f; _weaponCountQuads [1] = (GameObject)Instantiate(WeaponCountQuadPrefab, quadPos, Quaternion.identity); _weaponCountQuads [1].transform.parent = _craftingMenu.WeaponWheel.transform; quadPos = _weaponWheelPos + Vector3.down * WeaponCountRadius; quadPos.z = -4.0f; _weaponCountQuads [2] = (GameObject)Instantiate(WeaponCountQuadPrefab, quadPos, Quaternion.identity); _weaponCountQuads [2].transform.parent = _craftingMenu.WeaponWheel.transform; // *** track player objectives *** _playerObjectives = GetComponent <ObjectiveTracker>(); ObjectiveQuadPos = _uiCamera.ViewportToWorldPoint(ObjectiveQuadPos); ObjectiveQuadPos.z = 8.0f; _objectiveQuad = (GameObject)Instantiate(ObjectiveQuadPrefab, ObjectiveQuadPos, Quaternion.identity); _objectiveQuad.transform.parent = transform; // load map /* TODO: GameObject mapQuad = (GameObject)Instantiate (MapQuadPrefab, _uiCamera.ViewportToWorldPoint (new Vector3 (0.5f, 0.5f, 7.0f)), Quaternion.identity); * _mapQuad = mapQuad.GetComponent<MapQuad> (); * _mapQuad.transform.parent = transform; * _mapQuad.gameObject.SetActive (false);*/ // *** add all game objects to map *** // TODO: _mapQuad.renderer.material.mainTexture = Resources.Load<Texture2D> ("Textures/User Interface/Maps/Commercial Zone Map"); // _mapQuad.renderer.material.color = new Color (_mapQuad.renderer.material.color.r, // _mapQuad.renderer.material.color.g, // _mapQuad.renderer.material.color.b, // 1.0f); // *** set up hints *** _hintQuad = (GameObject)Instantiate(HintQuadPrefab, _uiCamera.ViewportToWorldPoint(new Vector3(0.20f, 0.80f, 7.0f)), Quaternion.identity); _hintQuad.transform.parent = transform; _hintQuad.GetComponent <Renderer>().enabled = false; _hintDuration = 0.0f; _hintElapsed = 0.0f; _isTrackingSwipe = false; _swipeID = -1; _swipeStartPos = Vector3.zero; _ready = true; }
public IEnumerator ShowTwoHands() { // Create the pieces we're showing Transform leftHandVignette = (Transform)Instantiate(LeftHandVignette, LeftHandVignette.position, LeftHandVignette.rotation); AlphaPulse leftPulse = leftHandVignette.GetComponent <AlphaPulse>(); if (leftPulse == null) { leftPulse = leftHandVignette.gameObject.AddComponent <AlphaPulse>(); } Transform rightHandVignette = (Transform)Instantiate(RightHandVignette, RightHandVignette.position, RightHandVignette.rotation); AlphaPulse rightPulse = rightHandVignette.GetComponent <AlphaPulse>(); if (rightPulse == null) { rightPulse = rightHandVignette.gameObject.AddComponent <AlphaPulse>(); } Transform leftThumb = (Transform)Instantiate(LeftThumbPrint, LeftThumbPrint.position, LeftThumbPrint.rotation); Transform rightThumb = (Transform)Instantiate(RightThumbPrint, RightThumbPrint.position, RightThumbPrint.rotation); // We only need to force 2 hands on the mobile devices bool hasUsed2Hands = false; #if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBPLAYER hasUsed2Hands = true; #endif // Wait until they finally have used both hands to move on bool leftSideTouched = false; bool rightSideTouched = false; while (!hasUsed2Hands) { leftSideTouched = false; rightSideTouched = false; foreach (Touch touch in Input.touches) { if (touch.position.x < Screen.width / 2) { leftSideTouched = true; } if (touch.position.x > Screen.width / 2) { rightSideTouched = true; } } leftPulse.On = !leftSideTouched; leftThumb.GetComponent <Renderer>().enabled = !leftSideTouched; rightPulse.On = !rightSideTouched; rightThumb.GetComponent <Renderer>().enabled = !rightSideTouched; if (leftSideTouched && rightSideTouched) { hasUsed2Hands = true; } yield return(null); } // Remove the shown pieces Destroy(leftHandVignette.gameObject); Destroy(leftThumb.gameObject); Destroy(rightHandVignette.gameObject); Destroy(rightThumb.gameObject); // Make the player get up GameManager.Player.MecanimAnimator.SetBool(MecanimHashes.Respawn, true); yield return(new WaitForSeconds(1.0f)); // Let them move again GameManager.MainCamera.CinematicOverride = false; GameManager.IsPlayingCutscene = false; }