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>
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<p>using UnityEngine;
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using System.Collections;
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public class SceneTransition : MonoBehaviour {
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 +
    // Use this for initialization
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    void Start () {
 +
       
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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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using UnityEngine;
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using System.Collections;
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 +
public class SinWaveMover : MonoBehaviour
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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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    float m_speed = 1.0f;
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    [SerializeField]
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    float m_amplitude = 1.0f;
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    [SerializeField]
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    float m_period = 1.0f;
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    //SteamBotAI checker;
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    void Start ()
 +
    {
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        m_centerPosition = transform.position;
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        m_period = Random.Range (5.0f, 10.0f);
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        m_speed = Random.Range (0.1f, 0.5f);
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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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        //if (!checker.isVenting) {
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            float deltaTime = Time.deltaTime;
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            // Move center along x axis
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            // m_centerPosition.x += deltaTime * m_speed;
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            // Update degrees
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            float degreesPerSecond = 360.0f / m_period;
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            m_degrees = Mathf.Repeat (m_degrees + (deltaTime * degreesPerSecond), 360.0f);
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            float radians = m_degrees * Mathf.Deg2Rad;
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            // Offset by sin wave
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            Vector3 offset = new Vector3 (0.0f, m_amplitude * Mathf.Sin (radians), 0.0f);
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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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using UnityEngine;
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using System.Collections;
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 +
public class transpositioncameradirectly : MonoBehaviour {
 +
 +
    // Use this for initialization
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    void Start () {
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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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using UnityEngine;
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using System.Collections;
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public class cameratrans2 : MonoBehaviour {
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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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        //target.position = new Vector3(-22, 87 ,1);
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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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    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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            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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    }//I just add a } after the success of moving, not sure if it will go wrong
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    IEnumerator Transition() {
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    float t = 0.0f;
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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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    IEnumerator Transition5() {
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            float t3 = 0.0f;
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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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 +
 +
 +
 +
using UnityEngine;
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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;
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        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) {
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 +
            float deltaTime = Time.deltaTime;
 +
   
 +
   
 +
   
 +
            // Move center along x axis
 +
   
 +
            // m_centerPosition.x += deltaTime * m_speed;
 +
   
 +
           
 +
   
 +
            // Update degrees
 +
           
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            float degreesPerSecond = 360.0f / m_period;
 +
   
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            m_degrees = Mathf.Repeat (m_degrees + (deltaTime * degreesPerSecond), 360.0f);
 +
   
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            float radians = m_degrees * Mathf.Deg2Rad;
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 +
           
 +
   
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            // Offset by sin wave
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            Vector3 offset = new Vector3 (0.0f, m_amplitude * Mathf.Sin (radians), 0.0f);
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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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</p>
 
</html>
 
</html>

Revision as of 06:15, 30 August 2015

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 (); //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 (); //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; //} } }