private void HandleDown() { // If the game isn't playing don't do anything. if (!m_ShootingGalleryController.IsPlaying) { return; } if (m_EyeRaycaster.CurrentInteractible != null) { if (m_EyeRaycaster.CurrentInteractible.GetComponent <CubeObject>()) { return; } } //W przeciwnym razie, jeśli jest niepodatny obecnie sprawdzany, spróbuj znaleźć w jego skłądzie komponent: Shooting target | Otherwise, if there is an interactible currently being looked at, try to find it's ShootingTarget component. ShootingTarget shootingTarget = m_EyeRaycaster.CurrentInteractible ? m_EyeRaycaster.CurrentInteractible.GetComponent <ShootingTarget> () : null; // dodać ShooterTarget2 /*ShootingTarget2 shootingTarget2 = m_EyeRaycaster.CurrentInteractible ? m_EyeRaycaster.CurrentInteractible.GetComponent<ShootingTarget2> () : null;*/ // If there is a ShootingTarget component get it's transform as the target for shooting at. Transform target = shootingTarget ? shootingTarget.transform : null; // Start shooting at the target. StartCoroutine(Fire(target)); }
private void HandleTargetRemoved(ShootingTarget target) { // Now that the event has been hit, unsubscribe from it. target.OnRemove -= HandleTargetRemoved; // Return the target to it's object pool. m_TargetObjectPool.ReturnGameObjectToPool(target.gameObject); }
private void HandleTargetRemoved(ShootingTarget target) { // Now that the event has been hit, unsubscribe from it. target.OnRemove -= HandleTargetRemoved; // Return the target to it's object pool. m_TargetObjectPool.ReturnGameObjectToPool(target.gameObject); // Increase the likelihood of a spawn next time because there are fewer targets now. m_SpawnProbability += m_ProbabilityDelta; }
public void RpcAddScoreBoard() { GameObject t = GameObject.FindGameObjectWithTag("Ready"); if (t != null) { VRStandardAssets.ShootingGallery.ShootingTarget shootingTarget = t.GetComponent <VRStandardAssets.ShootingGallery.ShootingTarget>(); if (shootingTarget != null) { shootingTarget.ImReady(); } } }
public void TargetReady(NetworkConnection target) { GameObject t = GameObject.FindGameObjectWithTag("Ready"); Debug.Log("Connection is ready " + target.address); if (t != null) { VRStandardAssets.ShootingGallery.ShootingTarget shootingTarget = GetComponent <VRStandardAssets.ShootingGallery.ShootingTarget>(); if (shootingTarget != null) { shootingTarget.ImReady(); } } }
private void HandleDown() { // If the game isn't playing don't do anything. //if (!m_ShootingGalleryController.IsPlaying) // return; // Otherwise, if there is an interactible currently being looked at, try to find it's ShootingTarget component. ShootingTarget shootingTarget = m_EyeRaycaster.CurrentInteractible ? m_EyeRaycaster.CurrentInteractible.GetComponent <ShootingTarget>() : null; // If there is a ShootingTarget component get it's transform as the target for shooting at. Transform target = shootingTarget ? shootingTarget.transform : null; // Start shooting at the target. StartCoroutine(Fire(target)); }
private void Spawn(float timeRemaining) //mod by ESA, { // Get a reference to a target instance from the object pool. GameObject target = m_TargetObjectPool.GetGameObjectFromPool(); //make the field collider the parent of the target target.transform.parent = m_FieldCollider.transform; Vector3 randomPosition = balloonPositions[getRandomIndex()]; // Set the target's position to a random position. localPosition ensures relative positioning target.transform.localPosition = randomPosition; //scale the balloon box collider according to the grid size target.GetComponent <BoxCollider>().size = new Vector3(gridScale, gridScale, 0.1f); //gridScale is determined inside makeGrids // Find a reference to the ShootingTarget script on the target gameobject and call it's Restart function. ShootingTarget shootingTarget = target.GetComponent <ShootingTarget>(); shootingTarget.Restart(timeRemaining); //assign originalradialposition to the center of the target's collider, where the radial will be placed // shootingTarget.originalradialposition = originalradialposition; //Radial stuff// //assign radialposition to the same place as target // shootingTarget.radialposition = randomPosition; //supply the target with a reference to the selection radial being used target.GetComponent <ShootingTarget>().m_SelectionRadial = m_SelectionRadial; //restart the fill on the selection radial target.GetComponent <ShootingTarget>().m_SelectionRadial.Unfill(); //Eye tracking stuff// //supply the target with a reference to the SelectionGaze script being used target.GetComponent <ShootingTarget>().m_SelectionGaze = m_SelectionGaze; //reset the gazeselecting processs target.GetComponent <ShootingTarget>().m_SelectionGaze.resetGaze(); //End// // Subscribe to the OnRemove event. shootingTarget.OnRemove += HandleTargetRemoved; }
private void Spawn(float timeRemaining) { // Get a reference to a target instance from the object pool. GameObject target = m_TargetObjectPool.GetGameObjectFromPool(); // Set the target's position to a random position. target.transform.position = SpawnPosition(); // Find a reference to the ShootingTarget script on the target gameobject and call it's Restart function. ShootingTarget shootingTarget = target.GetComponent <ShootingTarget>(); shootingTarget.Restart(timeRemaining); // Subscribe to the OnRemove event. shootingTarget.OnRemove += HandleTargetRemoved; }
private void Spawn(float timeRemaining) { // Get a reference to a target instance from the object pool. GameObject target = m_TargetObjectPool.GetGameObjectFromPool(); // Set the target's position to a random position. target.transform.position = SpawnPosition(); // Znajdź odwołanie do skryptu ShootingTarget na 'cel' typu gameobject i ?nazywaj? to funkcją Restart. | Find a reference to the ShootingTarget script on the target gameobject and call it's Restart function. ShootingTarget shootingTarget = target.GetComponent <ShootingTarget>(); shootingTarget.Restart(timeRemaining); /*ShootingTarget2 shootingTarget2 = target.GetComponent<ShootingTarget2>(); * shootingTarget.Restart(timeRemaining);*/ // Subscribe to the OnRemove event. shootingTarget.OnRemove += HandleTargetRemoved; }
private void HandleTargetRemoved(ShootingTarget target) { // Now that the event has been hit, unsubscribe from it. target.OnRemove -= HandleTargetRemoved; // Return the target to it's object pool. m_TargetObjectPool.ReturnGameObjectToPool (target.gameObject); // Increase the likelihood of a spawn next time because there are fewer targets now. m_SpawnProbability += m_ProbabilityDelta; }