Difference between revisions of "Team:NYU Shanghai/Code"
(Created page with "{{NYU_Shanghai}} <html> <script type="text/javascript"> window.onload = revealProject(); </script> </html>") |
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window.onload = revealProject(); | window.onload = revealProject(); | ||
</script> | </script> | ||
+ | |||
+ | <p>using UnityEngine; | ||
+ | using System.Collections; | ||
+ | |||
+ | public class SceneTransition : MonoBehaviour { | ||
+ | |||
+ | // Use this for initialization | ||
+ | void Start () { | ||
+ | |||
+ | } | ||
+ | |||
+ | // Update is called once per frame | ||
+ | void Update () { | ||
+ | if(Input.GetMouseButtonDown (0)){ | ||
+ | Application.LoadLevel (2); | ||
+ | //0is the bacteria, 1 is the outside school 2 is the lab | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | using UnityEngine; | ||
+ | using System.Collections; | ||
+ | |||
+ | public class SinWaveMover : MonoBehaviour | ||
+ | { | ||
+ | |||
+ | Vector3 m_centerPosition; | ||
+ | float m_degrees; | ||
+ | [SerializeField] | ||
+ | |||
+ | float m_speed = 1.0f; | ||
+ | [SerializeField] | ||
+ | |||
+ | float m_amplitude = 1.0f; | ||
+ | [SerializeField] | ||
+ | |||
+ | float m_period = 1.0f; | ||
+ | //SteamBotAI checker; | ||
+ | |||
+ | void Start () | ||
+ | { | ||
+ | m_centerPosition = transform.position; | ||
+ | m_period = Random.Range (5.0f, 10.0f); | ||
+ | |||
+ | m_speed = Random.Range (0.1f, 0.5f); | ||
+ | } | ||
+ | |||
+ | void Update () | ||
+ | { | ||
+ | //checker = gameObject.transform.GetComponent<SteamBotAI> (); | ||
+ | |||
+ | //if (!checker.isVenting) { | ||
+ | |||
+ | float deltaTime = Time.deltaTime; | ||
+ | |||
+ | |||
+ | |||
+ | // Move center along x axis | ||
+ | |||
+ | // m_centerPosition.x += deltaTime * m_speed; | ||
+ | |||
+ | |||
+ | |||
+ | // Update degrees | ||
+ | |||
+ | float degreesPerSecond = 360.0f / m_period; | ||
+ | |||
+ | m_degrees = Mathf.Repeat (m_degrees + (deltaTime * degreesPerSecond), 360.0f); | ||
+ | |||
+ | float radians = m_degrees * Mathf.Deg2Rad; | ||
+ | |||
+ | |||
+ | |||
+ | // Offset by sin wave | ||
+ | |||
+ | Vector3 offset = new Vector3 (0.0f, m_amplitude * Mathf.Sin (radians), 0.0f); | ||
+ | |||
+ | transform.position = m_centerPosition + offset; | ||
+ | //} | ||
+ | |||
+ | } | ||
+ | |||
+ | |||
+ | } | ||
+ | |||
+ | |||
+ | |||
+ | using UnityEngine; | ||
+ | using System.Collections; | ||
+ | |||
+ | public class transpositioncameradirectly : MonoBehaviour { | ||
+ | |||
+ | // Use this for initialization | ||
+ | void Start () { | ||
+ | |||
+ | } | ||
+ | |||
+ | // Update is called once per frame | ||
+ | void Update () { | ||
+ | |||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | |||
+ | using UnityEngine; | ||
+ | using System.Collections; | ||
+ | |||
+ | public class cameratrans2 : MonoBehaviour { | ||
+ | |||
+ | // Use this for initialization | ||
+ | public float transitionDuration = 2.5f; | ||
+ | public Transform target; | ||
+ | public float position; | ||
+ | public float speed = 1.0f; | ||
+ | public int counter = 1; | ||
+ | public float zoom = 100; | ||
+ | public float before = 9000; | ||
+ | void Start () { | ||
+ | |||
+ | //target.position = new Vector3(-22, 87 ,1); | ||
+ | |||
+ | } | ||
+ | |||
+ | // Update is called once per frame if (Input.GetKeyDown ("space") | ||
+ | |||
+ | |||
+ | void Update () { | ||
+ | |||
+ | if (Input.GetMouseButtonDown (0)) { | ||
+ | counter ++; | ||
+ | StartCoroutine (Transition ()); | ||
+ | float a = 0.0f; | ||
+ | while (a < 1.0f) { | ||
+ | a += Time.deltaTime * (Time.timeScale / transitionDuration); | ||
+ | Camera.main.orthographicSize = Mathf.Lerp (before, zoom, a); | ||
+ | |||
+ | |||
+ | } | ||
+ | if (Input.GetMouseButtonDown (0) && counter == 2) { | ||
+ | StartCoroutine (Transition5 ()); | ||
+ | } | ||
+ | if (Input.GetMouseButtonDown (0) && counter == 4) { | ||
+ | Application.LoadLevel(3); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | }//I just add a } after the success of moving, not sure if it will go wrong | ||
+ | |||
+ | IEnumerator Transition() { | ||
+ | float t = 0.0f; | ||
+ | |||
+ | Vector3 startingPos = transform.position; | ||
+ | Quaternion startingRot = transform.rotation; | ||
+ | Vector3 endingPos1 = new Vector3 (100 ,210, -70); | ||
+ | //Quaternion endingRot = new Quaternion (0, 1, 1, 1); | ||
+ | while (t < 1.0f) { | ||
+ | t += Time.deltaTime * (Time.timeScale/transitionDuration); | ||
+ | transform.position = Vector3.Lerp(startingPos, endingPos1, t); | ||
+ | //transform.rotation = Quaternion .Lerp(startingRot, endingRot, t); | ||
+ | yield return 0; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | |||
+ | IEnumerator Transition5() { | ||
+ | float t3 = 0.0f; | ||
+ | |||
+ | Vector3 startingPos = transform.position; | ||
+ | Vector3 endingPos = new Vector3 (50 ,600, -1000); | ||
+ | while (t3 < 1.0f) { | ||
+ | t3 += Time.deltaTime * (Time.timeScale/transitionDuration); | ||
+ | transform.position = Vector3.Lerp(startingPos, endingPos, t3); | ||
+ | yield return 0; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | using UnityEngine; | ||
+ | using System.Collections; | ||
+ | |||
+ | public class SinWaveMover : MonoBehaviour | ||
+ | { | ||
+ | |||
+ | Vector3 m_centerPosition; | ||
+ | float m_degrees; | ||
+ | [SerializeField] | ||
+ | |||
+ | float m_speed = 1.0f; | ||
+ | [SerializeField] | ||
+ | |||
+ | float m_amplitude = 1.0f; | ||
+ | [SerializeField] | ||
+ | |||
+ | float m_period = 1.0f; | ||
+ | //SteamBotAI checker; | ||
+ | |||
+ | void Start () | ||
+ | { | ||
+ | m_centerPosition = transform.position; | ||
+ | m_period = Random.Range (5.0f, 10.0f); | ||
+ | |||
+ | m_speed = Random.Range (0.1f, 0.5f); | ||
+ | } | ||
+ | |||
+ | void Update () | ||
+ | { | ||
+ | //checker = gameObject.transform.GetComponent<SteamBotAI> (); | ||
+ | |||
+ | //if (!checker.isVenting) { | ||
+ | |||
+ | float deltaTime = Time.deltaTime; | ||
+ | |||
+ | |||
+ | |||
+ | // Move center along x axis | ||
+ | |||
+ | // m_centerPosition.x += deltaTime * m_speed; | ||
+ | |||
+ | |||
+ | |||
+ | // Update degrees | ||
+ | |||
+ | float degreesPerSecond = 360.0f / m_period; | ||
+ | |||
+ | m_degrees = Mathf.Repeat (m_degrees + (deltaTime * degreesPerSecond), 360.0f); | ||
+ | |||
+ | float radians = m_degrees * Mathf.Deg2Rad; | ||
+ | |||
+ | |||
+ | |||
+ | // Offset by sin wave | ||
+ | |||
+ | Vector3 offset = new Vector3 (0.0f, m_amplitude * Mathf.Sin (radians), 0.0f); | ||
+ | |||
+ | transform.position = m_centerPosition + offset; | ||
+ | //} | ||
+ | |||
+ | } | ||
+ | |||
+ | |||
+ | } | ||
+ | </p> | ||
</html> | </html> |
Revision as of 06:15, 30 August 2015