示例#1
0
        // Update is called once per frame
        void Update()
        {
            if (anchorTarget)
            {
                float dist = Vector3.Distance(anchorTarget.transform.position, transform.position);
                if (dist >= pullDist)
                {
                    InteractionBehaviour targetInteraction = anchorTarget.GetComponent <InteractionBehaviour>();
                    targetInteraction.OnGraspEnd   -= OnGraspEnd;
                    targetInteraction.OnGraspBegin -= OnGraspBegin;

                    // clone stuff, manage attachment
                    GameObject           clone            = GameObject.Instantiate(anchorTarget, anchorTarget.transform.parent);
                    InteractionBehaviour cloneInteraction = clone.GetComponent <InteractionBehaviour>();
                    cloneInteraction.OnGraspEnd   += OnGraspEnd;
                    cloneInteraction.OnGraspBegin += OnGraspBegin;

                    // enable our anchor
                    anchor.enabled = true;
                    InteractionBehaviour interaction = clone.GetComponent <InteractionBehaviour>();
                    AnchorableBehaviour  anchorable  = clone.GetComponent <AnchorableBehaviour>();
                    //anchorable.transform.SetPositionAndRotation(anchor.transform.position, anchor.transform.rotation);
                    interaction.rigidbody.position = transform.position;
                    interaction.rigidbody.rotation = transform.rotation;

                    anchorable.anchor = anchor;
                    anchorable.TryAttach(true);
                    anchorTarget = clone.gameObject;
                }
            }
        }
示例#2
0
 void Start()
 {
     thisIbehave = GetComponent <InteractionBehaviour>();
     thisABehave = GetComponent <AnchorableBehaviour>();
     thisABehave.OnDetachedFromAnchor += detach;
     initPos = gameObject.transform.position;
 }
示例#3
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 void Reset()
 {
     if (anchObj == null)
     {
         anchObj = GetComponent <AnchorableBehaviour>();
     }
 }
示例#4
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 private void Start()
 {
     initScale   = transform.localScale;
     thisAbehave = GetComponent <AnchorableBehaviour>();
     thisAbehave.OnAttachedToAnchor   += attach;
     thisAbehave.OnDetachedFromAnchor += detach;
 }
        private void onPostObjectGraspEnd(AnchorableBehaviour anchObj)
        {
            if (_anchObj.preferredAnchor == null)
            {
                // Choose a good position and rotation for workstation mode and begin traveling there.
                Vector3 targetPosition;

                // Choose the current position if our velocity is small.
                if (_intObj.rigidbody.velocity.magnitude < MIN_SPEED_TO_ACTIVATE_TRAVELING)
                {
                    targetPosition = _intObj.rigidbody.position;
                }
                else
                {
                    targetPosition = determineWorkstationPosition();
                }

                Quaternion targetRotation = determineWorkstationRotation(targetPosition);

                beginTraveling(_intObj.rigidbody.position, _intObj.rigidbody.velocity,
                               _intObj.rigidbody.rotation, _intObj.rigidbody.angularVelocity,
                               targetPosition, targetRotation);
            }
            else
            {
                // Ensure the workstation is not active or being deactivated if
                // we are attaching to an anchor.
                DeactivateWorkstation();
            }
        }
示例#6
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 private void Start()
 {
     thisCircle.positionCount = 300;
     thisCircle.useWorldSpace = true;
     thisABehave = centerHandle.GetComponent <AnchorableBehaviour>();
     thisABehave.OnAttachedToAnchor   += attach;
     thisABehave.OnDetachedFromAnchor += detach;
 }
示例#7
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 // Use this for initialization
 public void Init(CustomAnchor main)
 {
     interaction = GetComponent <InteractionBehaviour>();
     anchorable  = GetComponent <AnchorableBehaviour>();
     MainAnchor  = main;
     cam         = FindObjectOfType <Camera>();
     GraspEnd();
 }
 private void Start()
 {
     inFinalRotation      = false;
     attached             = false;
     keyRigidbody         = GetComponent <Rigidbody>();
     interactionBehaviour = GetComponent <InteractionBehaviour>();
     anchorableBehaviour  = GetComponent <AnchorableBehaviour>();
 }
        private void refreshRequiredComponents()
        {
            _intObj  = GetComponent <InteractionBehaviour>();
            _anchObj = GetComponent <AnchorableBehaviour>();

            _intObj.OnGraspedMovement += onGraspedMovement;

            _anchObj.OnPostTryAnchorOnGraspEnd += onPostObjectGraspEnd;
        }
示例#10
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        void OnGraspEnd()
        {
            // return item to slot!
            anchor.enabled = true;
            AnchorableBehaviour anchorable = anchorTarget.GetComponent <AnchorableBehaviour>();

            anchorable.anchor = anchor;
            anchorable.TryAttach(true);
        }
示例#11
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        protected virtual void Awake()
        {
            anchorable           = GetComponent <AnchorableBehaviour>();
            placementInteraction = GetComponent <InteractionBehaviour>();
            placementRigidbody   = GetComponent <Rigidbody>();
            spaceChanger         = GetComponent <Editing.SpaceChanger>();

            switch (mode)
            {
            case ControlMode.Runtime:
                // look for panel in parent
                attachedPanel = GetComponentInParent <Panel>();
                break;

            case ControlMode.Design:
                // if InteractionBehavior doesn't exist,
                // create it. AnchorableBehavior not necessary?
                // delete it if it exists?
                if (placementInteraction == null)
                {
                    placementInteraction = gameObject.AddComponent <InteractionBehaviour>();
                }
                placementInteraction.allowMultiGrasp     = true;
                placementInteraction.graspedMovementType = InteractionBehaviour.GraspedMovementType.Kinematic;

                // if we're in design mode or design palette mode,
                // create our edit sound emitters
                CreateEditSoundEmitters();
                spaceChanger.SpaceChanged += SpaceChanger_SpaceChanged;
                break;

            case ControlMode.Design_Palette:
                // if anchorable and InteractionBehavior don't exist,
                // create them
                if (placementInteraction == null)
                {
                    placementInteraction = gameObject.AddComponent <InteractionBehaviour>();
                }
                if (anchorable == null)
                {
                    anchorable = gameObject.AddComponent <AnchorableBehaviour>();
                }
                placementInteraction.allowMultiGrasp     = true;
                placementInteraction.graspedMovementType = InteractionBehaviour.GraspedMovementType.Nonkinematic;

                // if we're in design mode or design palette mode,
                // create our edit sound emitters
                CreateEditSoundEmitters();
                spaceChanger.SpaceChanged += SpaceChanger_SpaceChanged;
                break;

            default:
                break;
            }
        }
        private void Start()
        {
            thisIbehave = gameObject.GetComponent <InteractionBehaviour>();
            thisABehave = gameObject.GetComponent <AnchorableBehaviour>();

            initialScale = this.transform.localScale;
            this.transform.localScale = .25f * initialScale;

            thisABehave.OnAttachedToAnchor   += attach;
            thisABehave.OnDetachedFromAnchor += detach;
        }
 void OnValidate()
 {
     if (intObj == null)
     {
         intObj = GetComponent <InteractionBehaviour>();
     }
     if (anchObj == null)
     {
         anchObj = GetComponent <AnchorableBehaviour>();
     }
 }
示例#14
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        //private bool graspedBefore = false;

        private void Start()
        {
            thisIBehave = GetComponent <InteractionBehaviour>();
            thisABehave = GetComponent <AnchorableBehaviour>();
            thisIBehave.OnGraspBegin += StartInteraction;

            initialScale = this.transform.localScale;
            this.transform.localScale = .25f * initialScale;

            thisABehave.OnAttachedToAnchor   += attach;
            thisABehave.OnDetachedFromAnchor += detach;
        }
示例#15
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    void Awake()
    {
        anchor     = GetComponent <AnchorableBehaviour>();
        cloneValue = 2;

        ammoClones = new GameObject[cloneValue + 1];
        for (int i = 0; i < ammoClones.Length; i++)
        {
            ammoClones[i] = Instantiate(cloneObj, transform.position, Quaternion.identity);
            ammoClones[i].GetComponent <AmmoClone>().bulletAnchor = bulletAnchor;
            ammoClones[i].SetActive(false);
        }
    }
示例#16
0
#pragma warning disable 0649, 0414, 0169


        private void Start()
        {
            //firstSpawn = true;
            initPos      = gameObject.transform.position;
            initRot      = gameObject.transform.rotation;
            initLocalPos = gameObject.transform.localPosition;
            initLocalRot = gameObject.transform.localRotation;
            initScale    = gameObject.transform.localScale;
            thisInteract = gameObject.GetComponent <InteractionBehaviour>();

            aBehave = this.GetComponent <AnchorableBehaviour>();
            aBehave.OnAttachedToAnchor   += attach;
            aBehave.OnDetachedFromAnchor += detach;
        }
示例#17
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        private void Start()
        {
            if (myPintype == pintype.Star)
            {
                gameObject.name = "RSDESPin " + count++;
            }
            else
            {
                gameObject.name = myPintype + " RSDESPin " + count++;
            }

            iBehave = GetComponent <InteractionBehaviour>();
            aBehave = GetComponent <AnchorableBehaviour>();
            myLR    = GetComponent <LineRenderer>();
            var haloComponent       = pinHead.gameObject.GetComponent("Halo");
            var haloEnabledProperty = haloComponent.GetType().GetProperty("enabled");

            haloEnabledProperty.SetValue(haloComponent, false, null);
            //This handles the pin head color changes
            if (pinHead == null)
            {
                Debug.Log("pinHead not set in " + name);
                gameObject.SetActive(false);
            }
            pinHead.material.color = UnityEngine.Random.ColorHSV(0, 1, 0.9f, 1, .9f, 1);
            defaultColor           = pinHead.material.color;

            aBehave.OnAttachedToAnchor   += onAttached;
            aBehave.OnDetachedFromAnchor += onDetached;

            //This handles the grasp events for the pin
            iBehave.OnGraspBegin += beginGrasp;
            iBehave.OnHoverStay  += hoverUpdate;
            if (myPintype != pintype.Star)
            {
                RSDESManager.onEarthTilt += onEarthTilt;
            }
            localPanel.SetActive(false);
            horizonPlaneObj.GetComponent <MeshRenderer>().material.SetColor("_TintColor", defaultColor);

            tuxPenguin.gameObject.SetActive(myPintype == pintype.southPole);
            polarBear.gameObject.SetActive(myPintype == pintype.northPole);

            onPinMove += updateStarMode;
            onPinMove += RSDESManager.ins.callUpdateStarFieldsGlobal;
            if (myPintype == pintype.Moon || myPintype == pintype.Sun)
            {
                iBehave.ignoreGrasping = true;
            }
        }
示例#18
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        void Start()
        {
            NSides = 3;            //set defaults here to auto update text
            Unit   = 1;
            Prism  = false;

            aBehave = GetComponent <AnchorableBehaviour>();
            aBehave.OnAttachedToAnchor += attach;
            //aBehave.OnDetachedFromAnchor += detach;
            nSideDown.OnPress               += (nSideDownFunc);
            nSideUp.OnPress                 += (nSideUpFunc);
            prismToggle.OnPress             += (prismToggleFunc);
            unitSlider.HorizontalSlideEvent += (unitSliderFunc);
        }
示例#19
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    private void Awake()
    {
        anchorableBehaviour  = GetComponent <AnchorableBehaviour>();
        interactionBehaviour = GetComponent <InteractionBehaviour>();
        rigidbody            = GetComponent <Rigidbody>();

        rigidbody.useGravity  = false;
        rigidbody.isKinematic = true;

        anchorableBehaviour.interactionBehaviour = interactionBehaviour;
        anchorableBehaviour.anchorRotation       = true;

        anchorableBehaviour.OnAttachedToAnchor   += AttachedToAnchor;
        anchorableBehaviour.OnDetachedFromAnchor += DettachedFromAnchor;
    }
示例#20
0
 internal void Setup(BlockGameBox _box)
 {
     box = _box;
     if (mesh == null)
     {
         mesh = GetComponent <Renderer>();
     }
     if (anchorableBehaviour == null)
     {
         anchorableBehaviour = GetComponent <AnchorableBehaviour>();
     }
     colorLabel    = box.AnchorLabel;
     mesh.material = box.BoxMat;
     anchorableBehaviour.anchorGroup         = box.GroupLabel;
     anchorableBehaviour.OnAttachedToAnchor += OnAttached;
 }
示例#21
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        private void Start()
        {
            if (!firstLabelMade)
            {
                firstLabelMade = true;
            }
            thisIBehave = GetComponent <InteractionBehaviour>();
            thisABehave = GetComponent <AnchorableBehaviour>();

            thisIBehave.OnGraspEnd += graspEnd;

            labelText  = GetComponent <TextMeshPro>();
            _thisCount = totalCount++;
            _label     = ((char)(65 + (_thisCount % 25))).ToString();
            updateText();
        }
示例#22
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#pragma warning restore 0649
        void Start()
        {
            thisABehave = GetComponent <AnchorableBehaviour>();
            thisWS      = GetComponent <WorkstationBehaviourExample>();
            iBehave     = GetComponent <InteractionBehaviour>();
            //temporairly disable functionality.
            //thisABehave.OnDetachedFromAnchor += detach;
            //thisABehave.OnAttachedToAnchor += attach;
            iBehave.OnGraspEnd += interactionEnd;
            left.OnPress       += (prevActive);
            right.OnPress      += (nextActive);
            check.OnPress      += (selectMGO);
            POSSpawner.OnPress += (spawnPOS);
            deselect.OnPress   += (deselectFunc);
            thisAS              = GetComponent <AudioSource>();
        }
示例#23
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        new void Start()
        {
            thisAbehave = GetComponent <AnchorableBehaviour>();
            thisAbehave.OnDetachedFromAnchor += detach;
            thisAbehave.OnAttachedToAnchor   += attach;

            capsule = GetComponent <CapsuleCollider>();
            this.GetComponent <LineRenderer>().positionCount = 2;


            Vector3[] positions = new Vector3[2];
            positions[0] = 100f * normalDir.normalized;
            positions[1] = -100f * normalDir.normalized;

            //positions[0] = positions[2] - 1000 * (positions[2] - positions[1]);
            //positions[3] = positions[2] + 1000 * (positions[2] - positions[1]);

            this.GetComponent <LineRenderer>().SetPositions(positions);


            //capsule.isTrigger = false;
            capsule.radius    = this.GetComponent <LineRenderer>().startWidth * 2.0f;
            capsule.height    = 100f;
            capsule.direction = 2;

            thisIbehave = gameObject.GetComponent <InteractionBehaviour>();
            //initLayer = gameObject.layer;

            shipsWheel_rotate.gameObject.SetActive(false);
            shipsWheel_revolve.gameObject.SetActive(false);
            shipsWheel_hoist.gameObject.SetActive(false);

            gameObject.GetComponent <CapsuleCollider>().enabled = true;

            //thisIbehave.OnGraspEndEvent += onGraspEnd;
        }
 private void Start()
 {
     //Allows for attatchment to the anchor
     anchorableBehaviour = interactionCube.GetComponent <AnchorableBehaviour>();
 }
示例#25
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 // Start is called before the first frame update
 void Start()
 {
     manager             = GetComponentInParent <BlockGameManager>();
     anchorableBehaviour = GetComponent <AnchorableBehaviour>();
     mesh = GetComponent <Renderer>();
 }
示例#26
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 private void Start()
 {
     anchorableBehaviour = GetComponent<AnchorableBehaviour>();
 }