Team:NYU Shanghai/Code - 2015.igem.org
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;
//}
}
}