// Update is called once per frame void Update() { if (anchorTarget) { float dist = Vector3.Distance(anchorTarget.transform.position, transform.position); if (dist >= pullDist) { InteractionBehaviour targetInteraction = anchorTarget.GetComponent <InteractionBehaviour>(); targetInteraction.OnGraspEnd -= OnGraspEnd; targetInteraction.OnGraspBegin -= OnGraspBegin; // clone stuff, manage attachment GameObject clone = GameObject.Instantiate(anchorTarget, anchorTarget.transform.parent); InteractionBehaviour cloneInteraction = clone.GetComponent <InteractionBehaviour>(); cloneInteraction.OnGraspEnd += OnGraspEnd; cloneInteraction.OnGraspBegin += OnGraspBegin; // enable our anchor anchor.enabled = true; InteractionBehaviour interaction = clone.GetComponent <InteractionBehaviour>(); AnchorableBehaviour anchorable = clone.GetComponent <AnchorableBehaviour>(); //anchorable.transform.SetPositionAndRotation(anchor.transform.position, anchor.transform.rotation); interaction.rigidbody.position = transform.position; interaction.rigidbody.rotation = transform.rotation; anchorable.anchor = anchor; anchorable.TryAttach(true); anchorTarget = clone.gameObject; } } }
// Start is called before the first frame update void Start() { ib = GetComponent <InteractionBehaviour>(); ib.rigidbody.useGravity = false; ib.rigidbody.isKinematic = true; ib.moveObjectWhenGrasped = false; button = GetComponent <UnityEngine.UI.Button>(); rectTransform = GetComponent <RectTransform>(); //collie = gameObject.AddComponent<BoxCollider>(); collie = GetComponent <BoxCollider>(); collie.size = new Vector3(rectTransform.rect.width, rectTransform.rect.height, .1f); normieBoi = button.colors.normalColor; pressedBoi = button.colors.highlightedColor; button.image.color = normieBoi; ib.OnContactBegin += delegate() { button.image.color = pressedBoi; button.onClick?.Invoke(); Debug.Log("Touching..."); }; ib.OnContactEnd += delegate() { button.image.color = normieBoi; Debug.Log("NO Touching..."); }; }
void Start() { mat = new MaterialPropertyBlock(); mat.SetColor("_Color", Color.red); interact = GetComponent <InteractionBehaviour>(); render = GetComponent <Renderer>(); }
private void init() { iBehave = gameObject.GetComponent <InteractionBehaviour>(); toolbox = GameObject.Find("BearToolBox[Bannannas]"); toolbox.GetComponent <toolboxfollower>().bone = gameObject; StartCoroutine(allowDelete()); }
void Start() { anchObj.OnPostTryAnchorOnGraspEnd += onPostTryAnchorOnGraspEnd; _intObj = anchObj.interactionBehaviour; _intObj.OnGraspBegin += onGraspBegin; }
private bool Naranja(Square cell, Transform obj, int angle) { Rigidbody rbdy = obj.GetComponent <Rigidbody>(); InteractionBehaviour bhvr = obj.GetComponent <InteractionBehaviour>(); bool resultado = false; switch (angle) { case 0: if (cell.isPlaceable && cell.right != null && cell.right.isPlaceable) { MagnetizarPieza(rbdy, obj, bhvr); cell.isPlaceable = false; cell.right.isPlaceable = false; obj.position = cell.cellPosition + new Vector3(0, 0.08f, 0); obj.eulerAngles = new Vector3(0, 0, 0); resultado = true; } ; break; case 90: if (cell.isPlaceable && cell.down != null && cell.down.isPlaceable) { MagnetizarPieza(rbdy, obj, bhvr); cell.isPlaceable = false; cell.down.isPlaceable = false; obj.position = cell.cellPosition + new Vector3(0, 0.08f, 0); obj.eulerAngles = new Vector3(0, 90, 0); resultado = true; } ; break; case 180: if (cell.isPlaceable && cell.left != null && cell.left.isPlaceable) { MagnetizarPieza(rbdy, obj, bhvr); cell.isPlaceable = false; cell.left.isPlaceable = false; obj.position = cell.cellPosition + new Vector3(0, 0.08f, 0); obj.eulerAngles = new Vector3(0, 180, 0); resultado = true; } ; break; case 270: if (cell.isPlaceable && cell.up != null && cell.up.isPlaceable) { MagnetizarPieza(rbdy, obj, bhvr); cell.isPlaceable = false; cell.up.isPlaceable = false; obj.position = cell.cellPosition + new Vector3(0, 0.08f, 0); obj.eulerAngles = new Vector3(0, 270, 0); resultado = true; } ; break; } return(resultado); }
private void Start() { proxyNode = GetComponent <ProxyNode>(); interactionBehaviour = GetComponent <InteractionBehaviour>(); manipulation = GetComponent <Manipulation>(); manipulation.OnModeChange += OnManipulationModeChange; }
void CreateNew() { interaction = selectedObject.AddComponent <InteractionBehaviour>(); CreateInteractionSound(); CreateSlideEffect(); CreateTrailRenderer(); }
void Start() { score = 0; _audio = GetComponent <AudioSource>(); // 3shan y6l3 bel inspictur if (index > PlayerPrefs.GetInt("level", 1)) { Destroy(gameObject); } switch (PlayerPrefs.GetInt("level", 1)) { case 1: boxesRequired = 1; break; case 2: boxesRequired = 3; break; case 3: boxesRequired = 5; break; default: boxesRequired = 1; break; } interaction = GetComponent <InteractionBehaviour>(); interaction.OnGraspBegin = OnGraspBegin; interaction.OnHoverBegin = onHover; rb = GetComponent <Rigidbody>(); }
private void OnValidate() { if (intObj == null) { intObj = GetComponent <InteractionBehaviour>(); } }
virtual public void RebuildReferences() { _solidMesh = transform.FindChild("Solid").GetComponent <MeshRenderer>(); _outlineMesh = _solidMesh.transform.FindChild("Outline").GetComponent <MeshRenderer>(); _rigidbody = GetComponentInChildren <Rigidbody>(); _leapInteractionBehaviour = GetComponentInChildren <InteractionBehaviour>(); }
private void Reset() { if (intObj == null) { intObj = GetComponent <InteractionBehaviour>(); } }
void Start() { leftHandFingers = new List <Finger>(); rightHandFingers = new List <Finger>(); // Find all object at stage with InteractionBehavior script List <InteractionBehaviour> interactibleObjects = new List <InteractionBehaviour>(); Transform[] allStageChildren = stage.GetComponentsInChildren <Transform>(); foreach (Transform child in allStageChildren) { InteractionBehaviour childIb = child.GetComponent <InteractionBehaviour>(); if (childIb != null) { interactibleObjects.Add(childIb); } } // Fill list of interactible objects ilList = new List <InteractibleObject>(); foreach (InteractionBehaviour ib in interactibleObjects) { //Debug.Log(ib); ilList.Add(new InteractibleObject(this, ib)); } server = new SocketServer(SocketServer.GetLocalIP(), 7999, leftHandFingers, rightHandFingers); server.Run(); }
void Start() { _intObj = GetComponent <InteractionBehaviour>(); _sliObj = GetComponent <InteractionSlider>(); _renderer = GetComponentInChildren <SpriteRenderer>(); }
void ChangeSelection(GameObject newSelection) { interaction = newSelection.GetComponent <InteractionBehaviour>(); // get our interaction sound interactionSound = newSelection.GetComponent <InteractionSound>(); if (interactionSound) { GetInteractionSoundObjectAndProperties(); } else { // clear interaction sound and object properties! interactionSoundObject = null; throwSourceProperty = null; impactSourceProperty = null; grabSourceProperty = null; slideSourceProperty = null; enableImpactSfxProperty = null; enableImpactVfxProperty = null; } // get trail renderer currentTrailRenderer = newSelection.GetComponent <TrailRenderer>(); if (currentTrailRenderer) { GetTrailObjectAndProperties(); } else { // clear trail renderer properties trailRendererObject = null; trailTimeProperty = null; trailMaterialsProperty = null; trailMinVertexDistProperty = null; trailWidthDistProperty = null; trailGradientProperty = null; } // get our sliding effect slideEffect = newSelection.GetComponent <SlideEffect>(); if (slideEffect) { GetSlideEffectObjectAndProperties(); } else { // clear slide effect stuff slideEffectObject = null; slideMaxMagnitudeProperty = null; slideMaxSoundMagnitudeProperty = null; slideMaxEmissionRateProperty = null; slideSoundVolumeProperty = null; slideParticleProperty = null; enableSlideSfx = null; enableAirTrailProperty = null; } selectedObject = newSelection; }
private void Awake() { rigidBody = GetComponent <Rigidbody>(); interactionBehaviour = GetComponent <InteractionBehaviour>(); interactionSound = GetComponent <InteractionSound>(); trailRenderer = GetComponent <TrailRenderer>(); }
/// <summary> /// Method to set up all necessary GameObjects references for VR and Leap Motion Interaction. /// </summary> /// <param name="tdrcInterfaceRef">Reference to the ThreeDimRadarChartInterface instance.</param> /// <returns>True once everything has been set up.</returns> public bool setupForVRAndLeapMotionInteraction(ThreeDimRadarChartInterface tdrcInterfaceRef) { tdrcInterface = tdrcInterfaceRef; // Generally, the setup of GameObjects for Leap Motion interaction follows the same routine of: // (1) Attach an InteractionBehaviour component to the corresponding GameObject. // (2) Configure the attached InteractionBehaviour component if necessary. // (3) Setup EventListerners in the attached InteractionBehaviour component. if (tdrcInterface.interact_activationToggle != null) { InteractionBehaviour ibActivationToggle = tdrcInterface.interact_activationToggle.gameObject.AddComponent <InteractionBehaviour>(); ibActivationToggle.ignoreGrasping = true; ibActivationToggle.OnPerControllerContactBegin = vrlmTriggerActivationToggleOnPerControllerContactBegin; } if (tdrcInterface.interact_rotationHandle != null) { InteractionBehaviour ibRotationHandle = tdrcInterface.interact_rotationHandle.gameObject.AddComponent <InteractionBehaviour>(); ibRotationHandle.moveObjectWhenGrasped = true; // Note: Movement properties can be adjusted by editing the RigidBody component of the TDRCInteractionInteractionRotationHandle GameObject } if (tdrcInterface.interact_timeSliceGO != null) { ibTimeSliceGO = tdrcInterface.interact_timeSliceGO.AddComponent <InteractionBehaviour>(); ibTimeSliceGO.moveObjectWhenGrasped = false; ibTimeSliceGO.OnGraspStay = vrlmGraspStayTimeSlice; } return(true); }
void Start() { thisIbehave = GetComponent <InteractionBehaviour>(); thisABehave = GetComponent <AnchorableBehaviour>(); thisABehave.OnDetachedFromAnchor += detach; initPos = gameObject.transform.position; }
void Start() { _intObj = GetComponent <InteractionBehaviour>(); _intObj.OnGraspBegin += onGraspBegin; _intObj.OnGraspedMovement += onGraspedMovement; _intObj.OnGraspEnd += onGraspEnd; }
// Use this for initialization void Start() { gripIsReleased = true; _intObj = GetComponent <InteractionBehaviour> (); _intObj.OnGraspBegin += OnGraspBegin; _intObj.OnGraspEnd += OnGraspEnd; _rigidbody = GetComponent <Rigidbody> (); }
void Start() { _intObj = GetComponent <InteractionBehaviour>(); if (_intObj != null) { _intObj.OnGraspStay += onGraspStay; } }
// Start is called before the first frame update void Start() { groundObject = GameObject.FindGameObjectWithTag("Ground"); _intObj = GetComponent <InteractionBehaviour>(); _intObj.OnContactStay += OnContactStay; _intObj.OnContactEnd += OnContactEnd; _intObj.OnSuspensionBegin = OnSuspension; }
// Use this for initialization void Start() { _intObj = GetComponent <InteractionBehaviour>(); _intObj.OnGraspBegin += onGraspBegin; _intObj.OnGraspEnd += onGraspEnd; PhysicsCallbacks.OnPostPhysics += onPostPhysics; }
void Awake() { _levelController = GameObject.FindGameObjectWithTag("LevelController").GetComponent <LevelController>(); _interactionBehaviour = GetComponent <InteractionBehaviour>(); _soundEffects = GetComponent <AudioSource>(); _currentNotes = new List <NoteController>(); BUTTON_START_POS = transform.position; }
// Use this for initialization public void Init(CustomAnchor main) { interaction = GetComponent <InteractionBehaviour>(); anchorable = GetComponent <AnchorableBehaviour>(); MainAnchor = main; cam = FindObjectOfType <Camera>(); GraspEnd(); }
private void MagnetizarPieza(Rigidbody rbdy, Transform obj, InteractionBehaviour behaviour) { behaviour.ignoreContact = true; behaviour.ignoreGrasping = true; behaviour.ReleaseFromGrasp(); rbdy.isKinematic = true; rbdy.detectCollisions = false; }
private void Start() { inFinalRotation = false; attached = false; keyRigidbody = GetComponent <Rigidbody>(); interactionBehaviour = GetComponent <InteractionBehaviour>(); anchorableBehaviour = GetComponent <AnchorableBehaviour>(); }
private void Start() { claspHinge1 = clasp1.GetComponent <HingeJoint>(); claspHinge2 = clasp2.GetComponent <HingeJoint>(); handleInteraction = handle.GetComponent <InteractionBehaviour>(); Debug.Log(claspHinge1); Debug.Log(claspHinge2); }
// Use this for initialization void Start() { intBehaviour = GetComponent <InteractionBehaviour>(); controllers = new List <InteractionController>(); foreach (var cont in InteractionManager.instance.interactionControllers) { controllers.Add(cont); } }
private void refreshRequiredComponents() { _intObj = GetComponent <InteractionBehaviour>(); _anchObj = GetComponent <AnchorableBehaviour>(); _intObj.OnGraspedMovement += onGraspedMovement; _anchObj.OnPostTryAnchorOnGraspEnd += onPostObjectGraspEnd; }