// Use this for initialization void Start() { center = new Vector3(Screen.width / 2, Screen.height / 2, 0); gvrMain = GameObject.Find("GvrMain"); reticle = gvrMain.GetComponentInChildren <GvrReticle>(); crouchObject = GameObject.Find("Croucher"); }
// Update is called once per frame void Update() { //Check to see if the head has rotated down to the toggleAngle, but not more than straight down if (Body.transform.eulerAngles.x >= toggleAngle && Body.transform.eulerAngles.x < 90.0f) { //Debug.Log("Euler Angle: First Loop" + Body.transform.eulerAngles.x); moveforward = true; } else { //Debug.Log ("Euler Angle x" + Body.eulerAngles.x); //stop moving moveforward = false; } if (moveforward) { temPos = transform.position; //current coordinates Vector3 tmp = GvrReticle.returnPt(); //Debug.Log(tmp); tmp.y = 2.0f;//Maybe set this diferently for the bombs??? //tmp = tmp * Time.deltaTime * speed; //parentMove.transform.position = new Vector3(temPos.x - ((tmp.x / 60)), 2.0f, temPos.z - ((tmp.z / 60))); parentMove.transform.position = new Vector3(temPos.x + (tmp.x - temPos.x) / 60, 1.5f, temPos.z + (tmp.z - temPos.z) / 60); //float step = speed * Time.deltaTime; //transform.position = Vector3.MoveTowards(parentMove, tmp, step); //Debug.Log(Body.transform.position); } }
// Use this for initialization void Start() { GvrReticle ParentObject = GameObject.FindObjectOfType <GvrReticle> (); if (ParentObject != null) { this.transform.parent = ParentObject.transform; if (RotationDirection == RotationDirection.clockwise) { this.transform.localScale = new Vector3(1, 1, 1); } else { this.transform.localScale = new Vector3(-1, 1, 1); } this.transform.localPosition = new Vector3(0, 0, 0); switch (RotationStart) { case RotationStart.top: this.transform.localRotation = Quaternion.identity; break; case RotationStart.left: this.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 90)); break; case RotationStart.bottom: this.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 180)); break; case RotationStart.right: this.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 270)); break; default: break; } EventSystem = GameObject.FindObjectOfType <EventSystem> (); Renderer = this.GetComponent <MeshRenderer> (); Renderer.enabled = false; Parent = this.transform.parent; Source = Parent.gameObject.GetComponent <Renderer> ().material; Copy = this.gameObject.GetComponent <Renderer> ().material; OriginalColor = Source.GetColor("_Color"); this.gameObject.AddComponent <MeshFilter> (); RingMesh = new Mesh(); GetComponent <MeshFilter> ().mesh = RingMesh; } else { throw new UnityException("There is no GvrReticle in the Scene. Please add the GvrReticle prefab to the GvrMain prefab under GvrMain/Head/MainCamera."); } }
// Use this for initialization void Start() { moverScript = GetComponent <Mover> (); smallScale = sphereScale; largeScale = smallScale * scale; reticle = reticleObj.GetComponent <GvrReticle> (); reticleColor = reticleMat.color; }