示例#1
0
        bool conflict(bool inConflict)
        {
            if (inConflict)
            {
                conflictBackground.Show(true);
            }
            else
            {
                conflictBackground.Show(false);
            }

            Debug.Log("Conflict Status " + inConflict);
            return(inConflict);
        }
        protected void StopConflictEnvironment()
        {
            //Debug.Log("Stopping conflict environment");

            conflictController = cameraRig.gameObject.GetComponent <ConflictZoneModel>();

            conflictController.IntoConflict();

            conflictController.Show(false);

            AtomExpiry(0, false, "-> Called from StopConflictEnvironment. Physics state 2. After audio expires.");
        }
        protected ConflictZoneModel StartConflictEnvironment()
        {
            //Debug.Log("Start Conflict Environment");
            //Set luminance to defaults

            cameraRig.EqualiseCameraBrightness();

            assetSwitcher.SwitchAssetsToNamed("asset-test"); // This should show our wavy lines

            //Setup the conflict zones - Activate them and asset swap basically.
            conflictController = cameraRig.gameObject.GetComponent <ConflictZoneModel>();

            conflictController.Show(true);

            return(conflictController);
        }
示例#4
0
        void Start()
        {
            NetworkManager.instance.RegisterButton("inConflict", "Add Conflict", "Put the eyes into conflict");
            NetworkManager.instance.RegisterButton("outOfConflict", "Remove Conflict", "Remove conflict");
            NetworkManager.instance.RegisterButton("save", "Save ratio", "Save the luminance ratio between the eyes");
            NetworkManager.instance.RegisterFloat("brightnessRatio", -1f, 1f, 0.05f, "Luminance ratio", "Brightness ratio between the eyes.");

            ignoreStillnessSensor = (PlayerPrefs.GetString("EyeSkills.practitionerMode") == "1") ? true : false;

            ratioController = new EyeSkillsVRHeadsetInput(trackedCamera);
            esInput         = EyeSkillsInput.instance;
            cameraRig       = cameraRigObject.GetComponent <EyeSkillsCameraRig>();
            brightnessRatio = 0;
            model.IntoConflict();
            AudioManager.instance.Say("inConflict");
            model.Show(true);
        }