public Clock() { // 初回生成時は実行時の前フレームの時間分減らして補正する。 // フレームに入ってからの誤差の補正はこのフレームではできないのでしない。 dateTime = System.DateTime.Now.AddSeconds(-Time.deltaTime); frame = Time.frameCount; ClockBehaviour.GetInstance().clocks.Add(this); }
// Use this for initialization void Start () { clock = GameObject.Find("Clock").GetComponent<ClockBehaviour>(); acamera = Camera.main.GetComponent<AdvancedCamera>(); bigEventTimer = 0; bigEventMaxTimer = Random.Range(200, 400); bigEventObject = Global.getChildGameObject(Camera.main.gameObject, "Clash Event"); }
void Awake() { clockBehaviour = GameObject.Find("Clock").GetComponent<ClockBehaviour>(); onClickChange = GameObject.Find("Main Camera").GetComponent<OnClickChange>(); randomAllocation = GameObject.Find("ListController").GetComponent<RandomAllocation>(); controlLists = GameObject.Find("ListController").GetComponent<ControlLists>(); wrong = false; show = false; }
// Use this for initialization void Start() { clock = GameObject.Find("Clock").GetComponent <ClockBehaviour>(); acamera = Camera.main.GetComponent <AdvancedCamera>(); bigEventTimer = 0; bigEventMaxTimer = Random.Range(200, 400); bigEventObject = Global.getChildGameObject(Camera.main.gameObject, "Clash Event"); }
public static ClockBehaviour GetInstance() { if (instance == null) { var g = new GameObject("ClockBehaviour"); instance = g.AddComponent <ClockBehaviour>(); DontDestroyOnLoad(g); } return(instance); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (hasEnteredBefore == false) { hasEnteredBefore = true; clockBehaviour = new ClockBehaviour(); clockBehaviour.executionTimerFinish += executionTimerFinish; clockBehaviour.executionTimerStart += executionTimerStart; clockBehaviour.pauseBetweenRepetitionsStart += pauseBetweenRepetitionsStart; clockBehaviour.pauseBetweenRepetitionsFinish += pauseBetweenRepetitionsFinish; } if (this._BehaviourState == AnimationBehaviourState.INITIAL_POSE) { return; } defaultAnimationLength = stateInfo.length; //Está la animación en caché if (PreparedExercises.tryGetPreparedExercise(new Exercise(movement, limb), out this._timeAndAngles, stateInfo.length)) { //Repetición de preparación if (this._BehaviourState != AnimationBehaviourState.PREPARING_DEFAULT && this._BehaviourState != AnimationBehaviourState.PREPARING_WEB) { this.StartLerp(); } else if (this._BehaviourState == AnimationBehaviourState.PREPARING_DEFAULT) { //OnRepetitionEnd(); _BehaviourState = AnimationBehaviourState.PREPARING_WITH_PARAMS; timeSinceCapture = 0; this.StartLerp(); } else if (this._BehaviourState == AnimationBehaviourState.PREPARING_WEB) { OnRepetitionEnd(); Stop(); } } //No está la animación en caché else { if (this._BehaviourState == AnimationBehaviourState.PREPARING_DEFAULT || this._BehaviourState == AnimationBehaviourState.PREPARING_WEB) { this._timeAndAngles = new List <AnimationInfo>(); this.StartLerp(); } else { throw new Exception("Animation not prepared"); } } }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_BehaviourState == AnimationBehaviourState.INITIAL_POSE) { if (this.IsCentralNode) { animator.speed = 0; } return; } if (this._BehaviourState == AnimationBehaviourState.RUNNING_WITH_PARAMS && !IsCentralNode && !IsWeb) { this.CentralNode.OnRepetitionReallyStart(); } if (!this.IsCentralNode && this.CentralNode.randomAnimations[0] == this.movement) { IsRewinding = false; } if (this.IsCentralNode && hasEnteredBefore == false) { hasEnteredBefore = true; clockBehaviour = new ClockBehaviour(); clockBehaviour.executionTimerFinish += executionTimerFinish; clockBehaviour.executionTimerStart += executionTimerStart; clockBehaviour.pauseBetweenRepetitionsStart += pauseBetweenRepetitionsStart; clockBehaviour.pauseBetweenRepetitionsFinish += pauseBetweenRepetitionsFinish; } if (this._BehaviourState == AnimationBehaviourState.PREPARING_WEB || this._BehaviourState == AnimationBehaviourState.PREPARING_WITH_PARAMS) { OnRepetitionEnd(); Stop(); } else if (this._BehaviourState == AnimationBehaviourState.PREPARING_WITH_PARAMS || this._BehaviourState == AnimationBehaviourState.RUNNING_WITH_PARAMS || this._BehaviourState == AnimationBehaviourState.INITIAL_POSE) { //Como en este behaviour se utiliza animation.Play para cada repetición, se entra más de una vez al metodo OnStateEnter, //por lo que si ya se ha entrado alguna vez, la velocidad se asigna como 0 para que se respete el tiempo entre ejecución //antes de comenzar la siguiente repetición. //Se asume que si el ejercicio utiliza solo un tipo de velocidad, el forwardspeed y backwardspeed serán iguales. animator.speed = this.CentralNode._RealParams.ForwardSpeed; }/* * if (IsCentralNode) * Debug.Log("entre central "); * else * Debug.Log("entre ");*/ }
private void OnEnable() { if (textObj != null) { text = textObj.GetComponent <TextMeshProUGUI>(); } c = new ClockBehaviour(); s = new StopwatchBehaviour(); //t = new TimerBehaviour(); AddBehaviour(c); AddBehaviour(s); //AddBehaviour(t); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (hasEnteredBefore == false) { hasEnteredBefore = true; clockBehaviour = new ClockBehaviour(); clockBehaviour.executionTimerFinish += executionTimerFinish; clockBehaviour.executionTimerStart += executionTimerStart; clockBehaviour.pauseBetweenRepetitionsStart += pauseBetweenRepetitionsStart; clockBehaviour.pauseBetweenRepetitionsFinish += pauseBetweenRepetitionsFinish; } if (this._BehaviourState == AnimationBehaviourState.INITIAL_POSE) { return; } defaultAnimationLength = stateInfo.length; //Está la animación en caché if(PreparedExercises.tryGetPreparedExercise(new Exercise(movement, limb), out this._timeAndAngles, stateInfo.length)) { //Repetición de preparación if (this._BehaviourState != AnimationBehaviourState.PREPARING_DEFAULT && this._BehaviourState != AnimationBehaviourState.PREPARING_WEB) { this.StartLerp(); } else if (this._BehaviourState == AnimationBehaviourState.PREPARING_DEFAULT) { //OnRepetitionEnd(); _BehaviourState = AnimationBehaviourState.PREPARING_WITH_PARAMS; timeSinceCapture = 0; this.StartLerp(); } else if (this._BehaviourState == AnimationBehaviourState.PREPARING_WEB) { OnRepetitionEnd(); Stop(); } } //No está la animación en caché else { if (this._BehaviourState == AnimationBehaviourState.PREPARING_DEFAULT || this._BehaviourState == AnimationBehaviourState.PREPARING_WEB) { this._timeAndAngles = new List<AnimationInfo>(); this.StartLerp(); } else { throw new Exception("Animation not prepared"); } } }
// private bool allowSelect; void Start() { clockBehaviour = GameObject.Find("Clock").GetComponent<ClockBehaviour>(); //if(Application.loadedLevelName=="SelectTask") // clockBehaviour.StartTimer=true; }
void Start() { guiS3 = GameObject.Find("Main Camera").GetComponent<GUIS3>(); clockBehaviour = guiS3.clockBehaviour; Debug.Log("clockb " + clockBehaviour); scene1 = GetComponent<Scene1>(); scene2 = GetComponent<Scene2>(); scene3 = GameObject.Find("Main Camera").GetComponent<Scene3>(); company = GameObject.Find("Company"); left = GameObject.Find("Left"); bottomLeft = GameObject.Find("BottomLeft"); extraBottomLeft = GameObject.Find("ExtraBottomLeft"); top = GameObject.Find("Top"); middle = GameObject.Find("Middle"); bottom = GameObject.Find("Bottom"); topRight = GameObject.Find("TopRight"); right = GameObject.Find("Right"); bottomRight = GameObject.Find("BottomRight"); extraTopRight = GameObject.Find("ExtraTopRight");; terrain = GameObject.Find("HGVTerrain"); //terrainHint = GameObject.Find("TerrainHint"); // time = 0; // startPosition = transform.position; startRotation = transform.eulerAngles; // // initialRotation = 90; // rotation = initialRotation; rotSecond = 3; moveAmount = 40; moveSecond = 0; nonDiagonalTime = 1; diagonalTime = Mathf.Sqrt(nonDiagonalTime * nonDiagonalTime * 2); // clicked = false; // // x = -40; // z = 40; // // xCounter = 0; // zCounter = 0; // locationCounter = new int[2]; // // locationCounter[0] = 0; // // locationCounter[1] = 0; arrivedLocation = new List<int[]>(); //arrivedLocation.Add(new int[]{locationCounter[0], locationCounter[1]}); scene = Scene.scene1; }
void Start() { clockBehaviour = GameObject.Find("Clock").GetComponent<ClockBehaviour>(); onClickChange = GameObject.Find("Main Camera").GetComponent<OnClickChange>(); rctQuestionLabel=new Rect(Screen.width/2-250,275,500,100); rctButtonRectOne=new Rect(Screen.width/2-100,375,50,50); rctButtonRectTwo=new Rect(Screen.width/2+50,375,50,50); rctButtonRectThree=new Rect(760,210,50,50); rctSubmitButton=new Rect(Screen.width/2-100,475,200,50); rctAnswerlabel = new Rect(Screen.width/2-250,525,500,50); strQ1Exp = "Dyslexia is not associated with IQ, but a difference between IQ and reading ability. "; strQ2Exp = "Though there is a limited understanding as to why, dyslexia is commonly reported to run in families. "; strQ3Exp = "People with dyslexia can have success in any career if the right support and accomodations are put in place. "; rctQ1label = new Rect(Screen.width/2-150,440,150,50); strA1 = "True "; rctQ2label = new Rect(Screen.width/2,440,150,50); strA2 = "False "; rctQ3label = new Rect(760,210,150,50); response = new bool[3]; checkMark=new string[3]; for(int i=0;i<checkMark.Length;i++) checkMark[i]=strUnchecked; QsComplete = new bool[3]; Invoke("PlayClip",1); Invoke("StartClock",2); orderTasksDone = new int[3]; orderAnswers1 = new int[3]; //Email: 2, Phone: 0, Report: 1. orderAnswers1[0]=2; orderAnswers1[1]=0; orderAnswers1[2]=1; orderAnswers2 =new int[3]; orderAnswers2[0]=0; orderAnswers2[1]=1; orderAnswers2[2]=2; orderAnswers3=new int[3]; orderAnswers3[0]=1; orderAnswers3[1]=2; orderAnswers3[2]=0; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_BehaviourState == AnimationBehaviourState.INITIAL_POSE) { if (this.IsCentralNode) animator.speed = 0; return; } if(this._BehaviourState == AnimationBehaviourState.RUNNING_WITH_PARAMS && !IsCentralNode && !IsWeb) { this.CentralNode.OnRepetitionReallyStart(); } if (!this.IsCentralNode && this.CentralNode.randomAnimations[0] == this.movement) IsRewinding = false; if (this.IsCentralNode && hasEnteredBefore == false) { hasEnteredBefore = true; clockBehaviour = new ClockBehaviour(); clockBehaviour.executionTimerFinish += executionTimerFinish; clockBehaviour.executionTimerStart += executionTimerStart; clockBehaviour.pauseBetweenRepetitionsStart += pauseBetweenRepetitionsStart; clockBehaviour.pauseBetweenRepetitionsFinish += pauseBetweenRepetitionsFinish; } if (this._BehaviourState == AnimationBehaviourState.PREPARING_WEB || this._BehaviourState == AnimationBehaviourState.PREPARING_WITH_PARAMS) { OnRepetitionEnd(); Stop(); } else if (this._BehaviourState == AnimationBehaviourState.PREPARING_WITH_PARAMS || this._BehaviourState == AnimationBehaviourState.RUNNING_WITH_PARAMS || this._BehaviourState == AnimationBehaviourState.INITIAL_POSE) { //Como en este behaviour se utiliza animation.Play para cada repetición, se entra más de una vez al metodo OnStateEnter, //por lo que si ya se ha entrado alguna vez, la velocidad se asigna como 0 para que se respete el tiempo entre ejecución //antes de comenzar la siguiente repetición. //Se asume que si el ejercicio utiliza solo un tipo de velocidad, el forwardspeed y backwardspeed serán iguales. animator.speed = this.CentralNode._RealParams.ForwardSpeed; }/* if (IsCentralNode) Debug.Log("entre central "); else Debug.Log("entre ");*/ }