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