Difference between revisions of "Team:NYU Shanghai/Code"

(Replaced content with "{{NYU_Shanghai}} <html> <script type="text/javascript"> window.onload = revealProject(); </script> </html>")
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</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 06:16, 30 August 2015