public void Reload() { Debug.Log("Reload"); cam.transform.SetParent(null); ESMiniLib.SE_Close(); InitScenario(); }
private void Update() { ESMiniLib.SE_StepDT(Time.deltaTime); if (ESMiniLib.SE_GetQuitFlag()) { #if UNITY_EDITOR // Application.Quit() does not work in the editor so // UnityEditor.EditorApplication.isPlaying need to be set to false to end the game ESMiniLib.SE_Close(); UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } // Check nr of objects for (int i = 0; i < ESMiniLib.SE_GetNumberOfObjects(); i++) { ESMiniLib.SE_GetObjectState(i, ref state); // Instantiate objects if (cars.Count <= i) { // Add scenario controlled objects int model_id = Mathf.Min(state.model_id, objectNames.Count - 1); cars.Add((GameObject)Instantiate(Resources.Load(objectNames[model_id]))); Debug.Log("Adding " + objectNames[model_id]); // Attach camera to first object if (i == 0) { cam.transform.SetParent(cars[0].transform); cam.transform.position = new Vector3(0.0f, 4f, -12.0f); cam.transform.rotation = Quaternion.Euler(10, 0, 0); } } // Adapt to Unity coordinate system cars[i].transform.position = RH2Unity(new Vector3(state.x, state.y, state.z)); cars[i].transform.rotation = Quaternion.Euler(RHHPR2UnityXYZ(new Vector3(state.h, state.p, state.r))); } }
void OnApplicationQuit() { Debug.Log("Quit"); ESMiniLib.SE_Close(); }
void OnApplicationQuit() { Debug.Log("Quit"); ESMiniLib.SE_Close(); Marshal.FreeHGlobal(user_data_ptr); }