void Start() { _instance = this; NomaiVR.Log("Started FogFix"); // Make dark bramble lights visible in the fog. var fogLightCanvas = GameObject.Find("FogLightCanvas").GetComponent <Canvas>(); fogLightCanvas.renderMode = RenderMode.ScreenSpaceCamera; fogLightCanvas.worldCamera = Locator.GetActiveCamera().mainCamera; fogLightCanvas.planeDistance = 100; // Disable underwater effect. GameObject.FindObjectOfType <UnderwaterEffectBubbleController>().gameObject.SetActive(false); // Disable water entering and exiting effect. var visorEffects = FindObjectOfType <VisorEffectController>(); visorEffects.SetValue("_waterClearLength", 0); visorEffects.SetValue("_waterFadeInLength", 0); _camera = Locator.GetPlayerCamera(); if (LoadManager.GetPreviousScene() == OWScene.TitleScreen && LoadManager.GetCurrentScene() == OWScene.SolarSystem) { CloseEyes(); } }
void Start() { NomaiVR.Log("Started ControllerInput"); _instance = this; _buttons = new Dictionary <XboxButton, float>(); _singleAxes = new Dictionary <string, float>(); _doubleAxes = new Dictionary <DoubleAxis, Vector2>(); SteamVR_Actions.default_Jump.onChange += CreateButtonHandler(XboxButton.A); SteamVR_Actions.default_Back.onChange += OnBackChange; SteamVR_Actions.default_PrimaryAction.onChange += OnPrimaryActionChange; SteamVR_Actions.default_SecondaryAction.onChange += CreateButtonHandler(XboxButton.LeftBumper); SteamVR_Actions.default_Grip.onChange += OnGripChange; SteamVR_Actions.default_Menu.onChange += CreateButtonHandler(XboxButton.Start); SteamVR_Actions.default_Map.onChange += CreateButtonHandler(XboxButton.Select); SteamVR_Actions.default_ThrottleDown.onChange += CreateSingleAxisHandler(XboxAxis.leftTrigger); SteamVR_Actions.default_ThrottleUp.onChange += CreateSingleAxisHandler(XboxAxis.rightTrigger); SteamVR_Actions.default_ThrottleUp.onChange += CreateSingleAxisHandler(XboxAxis.rightTrigger); SteamVR_Actions.default_Move.onChange += CreateDoubleAxisHandler(XboxAxis.leftStick, XboxAxis.leftStickX, XboxAxis.leftStickY); SteamVR_Actions.default_Look.onChange += CreateDoubleAxisHandler(XboxAxis.rightStick, XboxAxis.rightStickX, XboxAxis.rightStickY); GlobalMessenger.AddListener("WakeUp", OnWakeUp); }
void Awake() { NomaiVR.Log("Start Ship Tools"); _referenceFrameTracker = FindObjectOfType <ReferenceFrameTracker>(); _cockpitController = FindObjectOfType <ShipCockpitController>(); _mapGridRenderer = FindObjectOfType <MapController>().GetValue <MeshRenderer>("_gridRenderer").transform; }
private static void UpdateActiveController() { if (OWInput.GetActivePadNumber() != 0) { NomaiVR.Log("Wrong gamepad selected. Resetting to 0"); OWInput.SetActiveGamePad(0); } }
void Start() { NomaiVR.Log("Start VRTutorial"); SetTutorialState(TutorialState.LOOK); SteamVR_Actions.default_Look.onChange += OnLookChange; SteamVR_Actions.default_Move.onChange += OnMoveChange; SteamVR_Actions.default_PrimaryAction.onChange += OnPrimaryChange; }
private void SetupPatch() { if (typeof(Patch) == typeof(NomaiVRModule.EmptyPatch)) { return; } NomaiVR.Log("Applying NomaiVR patches for", GetType().Name); var patch = new Patch(); patch.ApplyPatches(); }
void Start() { NomaiVR.Log("Started Dialogue Fixes"); _canvasTransform = GameObject.Find("DialogueCanvas").transform; _canvasTransform.localScale *= _dialogeRenderSize; _canvasTransform.parent = Locator.GetPlayerTransform(); var canvas = _canvasTransform.gameObject.GetComponent <Canvas>(); canvas.renderMode = RenderMode.WorldSpace; }
void Start() { NomaiVR.Log("Start PlayerBodyPosition"); // This component is messing with our ability to read the VR camera's rotation. // Seems to be responsible for controlling the camera rotation with the mouse / joystick. PlayerCameraController playerCameraController = Camera.main.GetComponent <PlayerCameraController>(); if (playerCameraController) { playerCameraController.enabled = false; } SetupCamera(); }
private void SetupBehaviour() { if (typeof(Behaviour) == typeof(NomaiVRModule.EmptyBehaviour)) { return; } NomaiVR.Log("Creating NomaiVR behaviour for", GetType().Name); var gameObject = new GameObject(); gameObject.AddComponent <Behaviour>(); if (IsPersistent) { gameObject.AddComponent <PersistObject>(); } }
void Start() { NomaiVR.Log("Start Menus"); // Make UI elements draw on top of everything. Canvas.GetDefaultCanvasMaterial().SetInt("unity_GUIZTestMode", (int)CompareFunction.Always); var scene = LoadManager.GetCurrentScene(); if (scene == OWScene.SolarSystem) { // Make sleep timer canvas visible while eyes closed. Locator.GetUIStyleManager().transform.Find("SleepTimerCanvas").gameObject.layer = LayerMask.NameToLayer("VisibleToPlayer"); } else if (scene == OWScene.TitleScreen) { var animatedTitle = GameObject.Find("TitleCanvasHack").GetComponent <Canvas>(); animatedTitle.renderMode = RenderMode.ScreenSpaceOverlay; } ScreenCanvasesToWorld(); if (SceneManager.GetActiveScene().name == "SolarSystem") { GlobalMessenger.AddListener("WakeUp", OnWakeUp); var animatedTitleChild = animatedTitle.transform.GetChild(0).GetComponent <RectTransform>(); animatedTitleChild.anchorMax = Vector2.one * 0.5f; animatedTitleChild.anchorMin = Vector2.one * 0.5f; var mainMenu = GameObject.Find("TitleLayoutGroup").GetComponent <RectTransform>(); mainMenu.position = Vector3.zero; // Cant't get the footer to look good, so I'm hiding it. GameObject.Find("FooterBlock").SetActive(false); // Make the camera start looking forward instead of some random direction. var cameraSocket = GameObject.Find("CameraSocket").transform; cameraSocket.rotation = Quaternion.identity; } ScreenCanvasesToWorld(); }
internal void Update() { var position = transform.localPosition; if (!_angleMode) { if (Input.GetKeyDown(KeyCode.Keypad7)) { position.x += positionDelta; } if (Input.GetKeyDown(KeyCode.Keypad4)) { position.x -= positionDelta; } if (Input.GetKeyDown(KeyCode.Keypad8)) { position.y += positionDelta; } if (Input.GetKeyDown(KeyCode.Keypad5)) { position.y -= positionDelta; } if (Input.GetKeyDown(KeyCode.Keypad9)) { position.z += positionDelta; } if (Input.GetKeyDown(KeyCode.Keypad6)) { position.z -= positionDelta; } } var rotation = transform.localRotation; if (_angleMode) { if (Input.GetKeyDown(KeyCode.Keypad7)) { rotation *= Quaternion.Euler(angleDelta, 0, 0); } if (Input.GetKeyDown(KeyCode.Keypad4)) { rotation *= Quaternion.Euler(-angleDelta, 0, 0); } if (Input.GetKeyDown(KeyCode.Keypad8)) { rotation *= Quaternion.Euler(0, angleDelta, 0); } if (Input.GetKeyDown(KeyCode.Keypad5)) { rotation *= Quaternion.Euler(0, -angleDelta, 0); } if (Input.GetKeyDown(KeyCode.Keypad9)) { rotation *= Quaternion.Euler(0, 0, angleDelta); } if (Input.GetKeyDown(KeyCode.Keypad6)) { rotation *= Quaternion.Euler(0, 0, -angleDelta); } } var scale = transform.localScale; if (Input.GetKeyDown(KeyCode.Keypad1)) { scale += scaleDelta; } if (Input.GetKeyDown(KeyCode.Keypad2)) { scale -= scaleDelta; } if (Input.GetKeyDown(KeyCode.Keypad0)) { _angleMode = !_angleMode; } if (Input.anyKeyDown) { transform.localPosition = position; transform.localRotation = rotation; transform.localScale = scale; var angles = transform.localEulerAngles; NomaiVR.Log("Position: new Vector3(" + Round(position.x) + "f, " + Round(position.y) + "f, " + Round(position.z) + "f)"); NomaiVR.Log("Rotation: Quaternion.Euler(" + Round(angles.x) + "f, " + Round(angles.y) + "f, " + Round(angles.z) + "f)"); NomaiVR.Log("Scale: " + scale); } }