private void Start() { look = GetComponent <LookAtConstraint>(); player = look.GetSource(0); target = look.GetSource(1); }
public override void TargetPlayer(GameObject player) { IsActive = true; Target = player; mainBody.TargetPlayer(Target.transform); foreach (PlayerFlowing target in followTargets) { target.TargetPlayer(Target.transform); } ConstraintSource aimAtSource = new ConstraintSource(); aimAtSource.weight = 1; aimAtSource.sourceTransform = Target.transform; GetComponent <LookAtConstraint>().AddSource(aimAtSource); GetComponent <LookAtConstraint>().constraintActive = true; foreach (Transform t in fireLocations) { if (t.GetComponent <LookAtConstraint>()) { t.GetComponent <LookAtConstraint>().AddSource(aimAtSource); t.GetComponent <LookAtConstraint>().constraintActive = true; } } StartCoroutine("WaitToAttack"); }
IEnumerator Start() { if (fireSound) { if (!audioSource) { audioSource = GetComponent <AudioSource>(); } } if (!audioSource) { audioSource = gameObject.AddComponent <AudioSource>(); audioSource.spatialBlend = 1f; } yield return(new WaitForEndOfFrame()); playerTr = WheelDriveCustom.s_player.transform; //if (fireAtStart) //{ // yield return new WaitForSeconds(2f); // FireRandomDelayLoop(); //} ConstraintSource cs = new ConstraintSource { sourceTransform = playerTr, weight = 1 }; lookAtConstraint.RemoveSource(0); lookAtConstraint.AddSource(cs); }
// Update is called once per frame void Update() { ConstraintSource Current = constraint.GetSource(0); ConstraintSource Option = constraint.GetSource(1); //float d = Vector3.Distance(Current.sourceTransform.position, Option.sourceTransform.position); //float offset = 3f; //d = Mathf.Clamp(d, 0f, offset); //d /= offset; Current.weight = 1; Option.weight = 0; Current.weight -= ballWeight; Option.weight += ballWeight; //Current.weight = Mathf.Clamp(Current.weight, 0f, 1f); //Option.weight = Mathf.Clamp(Option.weight, 0f, 1f); constraint.SetSource(0, Current); constraint.SetSource(1, Option); }
void Start() { // Aim Constraint aimConstraint = gameObject.GetComponent <AimConstraint>(); aController = GetComponent <Animator>(); ConstraintSource cc = new ConstraintSource(); cc.sourceTransform = lookAtObject.transform; cc.weight = 1.0f; aimConstraint.AddSource(cc); aimConstraint.rotationAxis = Axis.Y | Axis.Z; // Aim Constraint // populating waypoints foreach (Transform i in GameObject.Find("targets").GetComponentsInChildren <Transform>()) { targets.Add(i); } targets.RemoveAt(0); // done populating waypoints agent = GetComponent <NavMeshAgent>(); StartCoroutine("AnimationState"); NextTarget(); GotoTargetIndex(); }
public void AddDevicePrefab(string deviceTypeStr) { #if UNITY_EDITOR if (!AvatarCheck()) { return; } DestroyDevicePrefab(deviceTypeStr); string prefabName = GetDevicePrefabName(deviceTypeStr); string path = FindAssetPath(prefabName); if (path == null) { Debug.LogErrorFormat("BhapticsVRCEditor / Cannot find asset {0}", deviceTypeStr); return; } var ins = Instantiate(AssetDatabase.LoadAssetAtPath <GameObject>(path), transform); ins.name = prefabName; Undo.RegisterCreatedObjectUndo(ins, "Create New GameObject"); Undo.RecordObjects(ins.GetComponentsInChildren <Transform>(), "Change Transform Position"); var deviceTypeNames = Enum.GetNames(typeof(BhapticsDeviceType)); for (int i = 0; i < deviceTypeNames.Length; ++i) { if (deviceTypeStr != deviceTypeNames[i]) { continue; } SetObjectScaleFromPrefab(ins, i); deviceGameObjects[i] = ins; if (deviceTypeNames[i] == "LeftHand" || deviceTypeNames[i] == "RightHand") { ins.transform.SetParent(anim.GetBoneTransform(handBoneDic[i * 10])); SetObjectOffetsFromPrefab(ins, i); var joints = ins.GetComponentsInChildren <ParentConstraint>(); for (int jointIndex = 0; jointIndex < joints.Length; ++jointIndex) { var constraintSource = new ConstraintSource(); constraintSource.weight = 1f; constraintSource.sourceTransform = anim.GetBoneTransform(handBoneDic[jointIndex + i * 10]); if (constraintSource.sourceTransform != null) { joints[jointIndex].SetSource(0, constraintSource); } else { Debug.LogError("BhapticsVRCEditor / " + deviceTypeNames[i] + " device's parentConstraint setting is wrong!" + "\n" + "<color=red>" + handBoneDic[jointIndex + i * 10] + " is null.</color>"); } } } else { ins.transform.SetParent(anim.GetBoneTransform(humanBodyBoneDic[i])); SetObjectOffetsFromPrefab(ins, i); } break; } #endif }
public static GameObject NewPlayer(PlayerData playerData, bool isLocal) { var obj = GameObject.Instantiate(ActorMgr.playerPrefab, playerData.position, playerData.rotation); obj.name = playerData.fd; obj.GetComponent <Identity>().fd = playerData.fd; obj.GetComponent <Battle>().hp = playerData.hp; ActorMgr.playerMap.Add(playerData.fd, obj); if (isLocal) { var camera = GameObject.FindWithTag("MainCamera"); var con = camera.GetComponent <ParentConstraint>(); var source = new ConstraintSource() { sourceTransform = obj.transform, weight = 1 }; con.translationOffsets = new Vector3[] { camera.transform.position }; con.rotationOffsets = new Vector3[] { camera.transform.rotation.eulerAngles }; con.AddSource(source); } return(obj); }
public int TestConstraintAnimation(System.Type componentType, float[] keyTimes, float[] keyValues, string propertyName) { var go = new GameObject("root"); var source = new GameObject("source"); source.transform.parent = go.transform; var constraint = go.AddComponent(componentType) as IConstraint; Assert.That(constraint, Is.Not.Null); var cSource = new ConstraintSource(); cSource.sourceTransform = source.transform; int index = constraint.AddSource(cSource); Assert.That(index, Is.EqualTo(0)); var keyData = new FbxAnimationTest.PropertyKeyData { targetObject = go, componentType = componentType, propertyName = propertyName, keyTimes = keyTimes, keyFloatValues = keyValues }; var tester = new FbxAnimationTest.AnimTester { keyData = keyData, testName = "ConstraintAnim_" + propertyName, path = GetRandomFbxFilePath() }; return(tester.DoIt()); }
private void Start() { ConstraintSource constraint = new ConstraintSource(); constraint.sourceTransform = Camera.main.transform; constraint.weight = 1; GetComponent <AimConstraint>().AddSource(constraint); }
//Add Sourcer public static void AddTransform(this LookAtConstraint posCons, Transform source, float weight = 1) { ConstraintSource constraint = new ConstraintSource(); constraint.sourceTransform = source; constraint.weight = weight; posCons.AddSource(constraint); }
private void Start() { mainCamera = Camera.main; source = new ConstraintSource { sourceTransform = transformToLook, weight = lookWeight }; }
private void Start() { LookAtConstraint c = GetComponent <LookAtConstraint>(); ConstraintSource constraintSource = new ConstraintSource { sourceTransform = Camera.main.transform, weight = 1 }; c.AddSource(constraintSource); }
/// <summary> /// Clears all sources and adds a new source with transform. /// </summary> /// <returns>The new constraint.</returns> public static ConstraintSource SetSource(this IConstraint constraint, Transform transform) { ConstraintSource source = new ConstraintSource(); source.sourceTransform = transform; source.weight = 1; constraint.SetSources(new List <ConstraintSource>()); constraint.AddSource(source); return(source); }
private void Start() { // todo quick fix var constraintSource = new ConstraintSource { sourceTransform = GameObject.Find("Ground").transform, weight = 1f }; staminaImage.GetComponent <RotationConstraint>().AddSource(constraintSource); }
// ******************************************************************** public static void AddSourceTransform(this ParentConstraint _constraint, Transform _transform) { if (_transform != null) { ConstraintSource source = new ConstraintSource(); source.sourceTransform = _transform; source.weight = 100; _constraint.AddSource(source); } }
// Start is called before the first frame update void Start() { var source = new ConstraintSource { sourceTransform = Camera.main.transform, weight = 1.0f }; GetComponent <ParentConstraint>().AddSource(source); }
// Start is called before the first frame update void Start() { LookAtConstraint lac = GetComponent <LookAtConstraint>(); if (lac) { ConstraintSource src = new ConstraintSource(); src.sourceTransform = UnityEngine.GameObject.FindGameObjectWithTag("Player").transform; src.weight = 1; lac.AddSource(src); lac.constraintActive = true; } float max_audio_len = 0, max_part_len = 0; foreach (AudioSource aud in GetComponentsInChildren <AudioSource>()) { if (!aud.clip) { continue; } if (vol != -1) { aud.volume = vol; } aud.outputAudioMixerGroup = mixerGroup; aud.pitch += Random.Range(-pitch_range, pitch_range); aud.volume += Random.Range(-amp_range, 0); if (mixerGroup) { aud.outputAudioMixerGroup = mixerGroup; } if (aud.clip.length > max_audio_len) { max_audio_len = aud.clip.length; } } foreach (ParticleSystem part in GetComponentsInChildren <ParticleSystem>()) { if (part.main.duration > max_part_len) { max_part_len = part.main.duration; } } if (live_forever) { lifetime = float.MaxValue; } else { lifetime = Mathf.Max(lifetime, max_audio_len); lifetime = Mathf.Max(lifetime, max_part_len); Destroy(gameObject, lifetime); } }
IEnumerator GetText() { Debug.Log("WWW started Start"); for (int i = 0; i < Urls.Count; i++) { using (UnityWebRequest www = UnityWebRequest.Get(Urls[i])) { yield return(www.Send()); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); } else { byte[] results = www.downloadHandler.data; Debug.Log("Saved"); Debug.Log(results); GameObject obj = Importer.LoadFromBytes(results); // InteractionObj.Add(obj); obj.AddComponent <BoxCollider>(); obj.AddComponent <XRGrabInteractable>(); obj.GetComponent <XRGrabInteractable>().colliders.Add(gameObject.GetComponent <BoxCollider>()); obj.GetComponent <Rigidbody>().isKinematic = true; obj.GetComponent <XRGrabInteractable>().colliders.RemoveAt(obj.GetComponent <XRGrabInteractable>().colliders.Count - 1); obj.AddComponent <InteractEquipment>(); obj.AddComponent <ScaleConstraint>(); obj.AddComponent <ScaleConstraint>(); ConstraintSource source = new ConstraintSource(); source.sourceTransform = GameObject.Find("Cube").transform; source.weight = 1; obj.GetComponent <ScaleConstraint>().AddSource(source); obj.GetComponent <ScaleConstraint>().constraintActive = true; // obj.AddComponent<WindowsGrap>(); for (int j = 0; j < PositionsOfObj.Count; j++) { if (PositionsOfObj[j].transform.childCount == 0) { obj.transform.parent = PositionsOfObj[j].transform; obj.transform.position = PositionsOfObj[j].transform.position; } } // obj.GetComponent<InteractEquipment>().detailsIfo[0].Label = "Test"; // obj.GetComponent<InteractEquipment>().detailsIfo[0].description = "kjhgsdhfyd"; //Debug.Log(obj.GetComponent<InteractEquipment>().detailsIfo.description); } } } }
public void Collect(Transform collector) { var sc = new ConstraintSource { sourceTransform = collector, weight = 1f }; pc.AddSource(sc); col.enabled = false; IsCollected = true; Collected?.Invoke(); }
protected virtual void CreateFootPrints() { _footprints = Instantiate <GameObject>(Resources.Load <GameObject>("Footprints/Footprints")).GetOrCreateComponent <PositionConstraint>(); _footprints.transform.ResetTransformation(); ConstraintSource source = new ConstraintSource(); source.sourceTransform = transform; source.weight = 1.0f; _footprints.AddSource(source); _footprints.constraintActive = true; }
public void SetOwner(GameObject owner) { ConstraintSource cs = new ConstraintSource(); cs.sourceTransform = owner.transform; cs.weight = 1; pc.SetSource(0, cs); //pc.translationOffset = new Vector3(0, 1, -1); pc.locked = true; //pc.translationOffset = Vector3.back; }
public static void SetSource(this IConstraint constraint, Transform target) { ConstraintSource source = new ConstraintSource(); source.sourceTransform = target; source.weight = 1; constraint.SetSources(new List <ConstraintSource>() { source }); }
public void AddItem(Item _item) { item = _item; //item.transform.SetParent(socket); ConstraintSource source = new ConstraintSource(); source.sourceTransform = socket; source.weight = 1f; _item.parentConstraint.AddSource(source); _item.HandlePickUp(); //item.transform.localPosition = Vector3.zero; }
ConstraintStatus AddConstraint(string boneToConstrain, string sourceBone, float weight, Axis freeze) { var transform = GameObject.Find(boneToConstrain); bool catsUsed = false; if (transform == null) { transform = GameObject.Find(boneToConstrain.Replace(".", "_")); catsUsed = true; } if (transform == null) { EditorUtility.DisplayDialog("Error Twist bone not found!", "The twist bone: " + boneToConstrain + " Could not be found!", "ok"); return(ConstraintStatus.Error); } var bone = transform.gameObject; if (bone == null) { EditorUtility.DisplayDialog("Error Twist bone not found!", "The twist bone: " + boneToConstrain + " Could not be found!", "ok"); return(ConstraintStatus.Error); } RotationConstraint rc = bone.AddComponent(typeof(RotationConstraint)) as RotationConstraint; if (rc != null) { rc.weight = weight; rc.rotationAxis = freeze; var sourceTransform = GameObject.Find(sourceBone).transform; var source = new ConstraintSource(); source.sourceTransform = sourceTransform; source.weight = 1; rc.AddSource(source); rc.locked = false; rc.constraintActive = true; newConstraints.Add(rc); if (catsUsed) { return(ConstraintStatus.Success); } else { return(ConstraintStatus.CATSUsedSuccess); } } else { Debug.LogWarning("Rotation constraint probably already setup for: " + boneToConstrain); return(ConstraintStatus.Warning); } }
IEnumerator AddConstraints() { yield return(new WaitForSeconds(0.05f)); ConstraintSource lookAt = new ConstraintSource(); lookAt.sourceTransform = itemController.lookAtTarget; lookAt.weight = 0.7f; lowerSpineConstraint.AddSource(lookAt); headConstraint.AddSource(lookAt); }
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { ConstraintSource cameraSource = new ConstraintSource { sourceTransform = cameraControl.targetFocus.transform, weight = 1 }; positionConstraint.translationOffset = cameraControl.transform.position - cameraControl.targetFocus.transform.position; positionConstraint.AddSource(cameraSource); positionConstraint.constraintActive = true; positionConstraint.locked = true; }
public void SetPhysicalBody(Transform t) { var constraint = gameObject.AddComponent <PositionConstraint>(); var s = new ConstraintSource { sourceTransform = t, weight = 1 }; constraint.AddSource(s); constraint.constraintActive = true; }
private void BindPlayerToChampion(PlayerInput player, TeamDefinition teamDefinition) { var targetTransform = teamDefinition.Champion.transform; var playerInputProxy = player.GetComponent <PlayerInputProxy>(); var parentConstraint = player.GetComponent <ParentConstraint>(); var constraintSource = new ConstraintSource { sourceTransform = targetTransform, weight = 1f }; parentConstraint.AddSource(constraintSource); playerInputProxy.UpdateTeam(teamDefinition.Team); }
public void Follow(Transform target) { ConstraintSource source = this.constraint.GetSource(0); ConstraintSource sourceLook = this.lookat.GetSource(0); sourceLook.sourceTransform = target; sourceLook.weight = 1; source.sourceTransform = target; source.weight = 1; this.constraint.SetSource(0, source); this.lookat.SetSource(0, sourceLook); }
private void CreateAndLinkLivesText() { lives = _maxLives; livesTextInstance = Instantiate(_livesTextPrefab); livesText = livesTextInstance.GetComponent <TextMesh>(); livesText.text = ""; ConstraintSource source = new ConstraintSource(); source.sourceTransform = transform; source.weight = 1.0f; livesTextInstance.GetComponent <PositionConstraint>().AddSource(source); }
//[DebuggerStepThrough] ////[DebuggerHidden] public ConstraintViolation(string name, ConstraintSource constraint, object value) { this.Name = name; this.Constraint = constraint; this.Value = value; }