示例#1
0
        IEnumerator ChangeCamera()
        {
            if (_animator && !_animator.enabled && !_doorsOpened.Contains(this.transform.name))
            {
                _animator.enabled    = true;
                _player.enabled      = false;
                _finalCamera.enabled = true;
                _player.GetComponentInChildren <Camera>().enabled = false;

                yield return(new WaitForSeconds(4f));

                if (_gameOverImage && _isFinalDoor)
                {
                    _gameOverImage.enabled = true;
                    _gameOverImage.GetComponent <Animator>().enabled = true;
                }
                else
                {
                    _animator.enabled    = false;
                    _player.enabled      = true;
                    _finalCamera.enabled = false;
                    _player.GetComponentInChildren <Camera>().enabled = true;
                    if (_gameOverImage && _isFinalDoor)
                    {
                        _gameOverImage.enabled = false;
                        _gameOverImage.GetComponent <Animator>().enabled = false;
                    }

                    _doorsOpened.Add(this.transform.name);
                    StaticActions.Checks.Clear();
                }
            }
        }
示例#2
0
    void SpawnMyPlayer()
    {
        GameObject            myPlayer           = PhotonNetwork.Instantiate("FPSController", RandomSpawnVector3(), Quaternion.identity, 0);
        FirstPersonController myPlayerController = myPlayer.GetComponent <FirstPersonController>();

        myPlayerController.enabled = true;
        myPlayerController.GetComponentInChildren <Camera>().enabled        = true;
        myPlayerController.GetComponentInChildren <AudioListener>().enabled = true;

        standbyCamera.enabled = false;
        standbyCamera.GetComponent <AudioListener>().enabled = false;
    }
示例#3
0
    // Use this for initialization
    void Start()
    {
        hint = false;

        player      = GameObject.FindGameObjectWithTag("Player").GetComponent <FirstPersonController> ();    // as FirstPersonController;
        playerShoot = player.GetComponentInChildren <RaycastShoot> ();
        BeginTutorial0();
    }
示例#4
0
 // Start is called before the first frame update
 void Start()
 {
     fpsController      = GetComponentInParent <FirstPersonController>();
     zoomLens           = fpsController.GetComponentInChildren <Camera>();
     defaultZoom        = zoomLens.fieldOfView;
     zoomedIn           = defaultZoom * zoomAdjustment;
     defaultSensitivity = fpsController.m_MouseLook.XSensitivity;
     setSensitivity     = defaultSensitivity / Sensitivityadjustment;
 }
示例#5
0
 public void Resume()
 {
     gameIsPaused = false;
     pauseMenuUI.SetActive(false);
     Time.timeScale = 1f;
     //firstPersonController.GetComponentInChildren<MouseLook>().enabled = true;
     firstPersonController.GetComponent <FirstPersonController>().enabled = true;
     firstPersonController.GetComponentInChildren <DoorDetectionLite>().CrosshairPrefabInstance.SetActive(true);
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible   = false;
 }
示例#6
0
	// Use this for initialization
	void Start () {
//		PowerUpSpawner.PowerUpCollected += powerUpCollected;

		weapons = GetComponentsInChildren<WeaponComponent>();

		DisableAllWeapons();

		player  = transform.parent.gameObject.GetComponent<FirstPersonController>();
		weaponsBar  = player.GetComponentInChildren<SpecialWeaponsBar>();

		weaponsBar.SetShots (0);
		ChangeWeapon(startPrimaryWeapon);
		ChangeWeapon(startSecondaryWeapon, 5);

	}
示例#7
0
    // Use this for initialization
    void Start()
    {
//		PowerUpSpawner.PowerUpCollected += powerUpCollected;

        weapons = GetComponentsInChildren <WeaponComponent>();

        DisableAllWeapons();

        player     = transform.parent.gameObject.GetComponent <FirstPersonController>();
        weaponsBar = player.GetComponentInChildren <SpecialWeaponsBar>();

        weaponsBar.SetShots(0);
        ChangeWeapon(startPrimaryWeapon);
        ChangeWeapon(startSecondaryWeapon, 5);
    }
    // Use this for initialization
    void Start()
    {
        if (meshFilter == null)
        {
            meshFilter = GetComponent <MeshFilter>();
            meshFilter.gameObject.GetComponent <MeshRenderer>().shadowCastingMode
                = UnityEngine.Rendering.ShadowCastingMode.Off;
        }
        if (vertices == null)
        {
            vertices = meshFilter.mesh.vertices;
        }

        // If perlin shifts are not specified, specify them.
        if (xSpeed == 0)
        {
            xSpeed  = Random.Range(.001f, .023f);
            xSpeed *= (Random.Range(1, 3) * 2 - 3);
        }
        if (ySpeed == 0)
        {
            ySpeed = Random.Range(.1f, 1f);
        }
        if (zSpeed == 0)
        {
            zSpeed  = Random.Range(.001f, .023f);
            zSpeed *= (Random.Range(1, 3) * 2 - 3);
        }

        // Calculate the relative y position of the camera
        if (fpsController != null)
        {
            WaterCamera = fpsController.GetComponentInChildren <Camera>();
        }

        // Reference to the water plane's Material
        material = GetComponent <Renderer>().material;

        // Ensure the planeWidth(x) and planeLength(z) are valid.
        RecalculateSize();
        RecalculateMinMaxVerts();
    }
示例#9
0
        // -----------------------------------------
        //			 During one Playthrough
        //------------------------------------------
        /// <summary>
        /// This method is called whenever unity finished loading a scene or we manually move onto a new
        /// scene to update the state of the experiment.
        /// </summary>
        /// <param name="scene">Upcoming scene</param>
        /// <param name="mode">Unity parameter needed to mach listener.</param>
        private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
        {
            if (!_initialized)
            {
                _initialized = true;
                return;
            }

            var isReplay  = FirstPersonController.GetComponentInChildren <ReplayRoute>().isActivated();
            var sceneList = ExperimentSettings.SceneSettings.Scenes;

            _activeSceneName = SceneManager.GetActiveScene().name;
            var subSceneName = sceneList[_currentScene].Name;

            Debug.Log("Scene " + _currentScene + ":" + subSceneName + " in " + _activeSceneName);
            if (!isReplay)
            {
                LoggingManager.InsertLiveSystemEvent("SceneFlow", "switch", null,
                                                     "Scene " + _currentScene + ":" + subSceneName.Substring(0, Math.Min(subSceneName.Length, 25)) + " in " +
                                                     _activeSceneName.Substring(0, Math.Min(_activeSceneName.Length, 25)));
            }

            FirstPersonController.transform.position = Vector3.zero;
            FirstPersonController.transform.rotation = Quaternion.identity;
            FirstPersonController.SetActive(false);
            if (_activeSceneName == "Launcher" && !_inQuestionnaire && !_configureLabchart)
            { //coming back from a scene
                Cursor.lockState = CursorLockMode.None;
                Cursor.visible   = true;

                if (isReplay)
                {
                    MenuManager.InstantiateAndShowMenu("Participant Menu", "Launcher");
                }
                else
                {
                    LoggingManager.LogSceneEnd(subSceneName);
                    if (_currentScene < sceneList.Count - 1)
                    {
                        _currentScene++;
                        LoadCurrentScene();
                        return;
                    }
                    else
                    {
                        MenuManager.InstantiateAndShowMenu("Finish Menu", "Launcher");
                        SessionParameters.Clear();
                        return;
                    }
                }
            }

            //Reset state machine flags for a clean load
            _inQuestionnaire   = false;
            _configureLabchart = false;

            //A new scene started that is not the
            if (!isReplay)
            {
                LoggingManager.LogSceneStart(subSceneName);
            }
        }