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C# Camera.GetComponentInParent方法代码示例

本文整理汇总了C#中Camera.GetComponentInParent方法的典型用法代码示例。如果您正苦于以下问题:C# Camera.GetComponentInParent方法的具体用法?C# Camera.GetComponentInParent怎么用?C# Camera.GetComponentInParent使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Camera的用法示例。


在下文中一共展示了Camera.GetComponentInParent方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Start

	// Use this for initialization
	IEnumerator Start () {
		// initialize cameras
		setupCam = GameObject.Find ("Main Camera").GetComponent<Camera>();
		playCam = GameObject.Find ("PlayCam").GetComponent<Camera>();
		playCam.enabled = false;
		playCam.GetComponent<AudioListener>().enabled = false;

		// find the spawnpoint. if it exists create a player and put it there.
		GameObject spawnPoint = GameObject.Find ("SpawnPoint");
		if (null != spawnPoint) {
			Transform spawnPointTransform = GameObject.Find ("SpawnPoint").GetComponent<Transform> ();
			this.player = (GameObject)Instantiate(Resources.Load ("BubbleBoy"));
			Rigidbody playerBody = player.GetComponent<Rigidbody> ();
			playerBody.position = spawnPointTransform.position;
			playerBody.velocity = Vector3.zero;

			CamFollow follow = playCam.GetComponentInParent<CamFollow> ();
			follow.target = this.player.transform;
			follow.body = playerBody;
		} else {
			Debug.LogWarning ("Failed to get spawnpoint");
		}

		GameManager.Active = false;

		AsyncOperation async = Application.LoadLevelAdditiveAsync("UI_Scene");
		yield return async;
		Debug.Log("Loading complete");
	}
开发者ID:swirllyman,项目名称:Roll-for-your-life,代码行数:30,代码来源:GameManager.cs

示例2: AsymmetricBalance

	public static float AsymmetricBalance(GameObject subject, List<GameObject> visibleObjects, Camera cam) {
		float heuristicWeight = 0f;
		float percentageLeft = 0f;
		float percentageRight = 0f;

		List<Vector3> camSpaceCoords = new List<Vector3>();
		List<Vector3> leftMostCoords = new List<Vector3>();
		List<Vector3> rightMostCoords = new List<Vector3>();

		List<GameObject> leftMostGameObjs = new List<GameObject>();
		List<GameObject> rightMostGameObjs = new List<GameObject>();

		for(int i = 0; i < visibleObjects.Count; i++) {
			Vector3 viewportCoord = visibleObjects[i].transform.TransformPoint(visibleObjects [i].transform.position);

			viewportCoord = cam.WorldToViewportPoint (viewportCoord);
			camSpaceCoords.Add (viewportCoord);
		}

		for(int j = 0; j < camSpaceCoords.Count; j++) {
			if (camSpaceCoords[j].x > 1.0f &&
			    camSpaceCoords[j].y >= 0.0f &&
			    camSpaceCoords[j].y <= 1.0f) {
				rightMostCoords.Add(camSpaceCoords[j]);
			} else {
				leftMostCoords.Add(camSpaceCoords[j]);
			}
		}

		if (rightMostCoords.Count > 0) {
			for (int ii = 0; ii < rightMostCoords.Count; ii++) {
				rightMostGameObjs.Add (visibleObjects [ii]);
			}
		}

		for (int jj = 0; jj < visibleObjects.Count; jj++) {
			if (rightMostGameObjs.Contains(visibleObjects[jj])) {
				continue;
			} else {
				leftMostGameObjs.Add(visibleObjects[jj]);
			}
		}

		if (leftMostGameObjs.Count > 0 && rightMostGameObjs.Count > 0) {
			for (int kk = 0; kk < leftMostGameObjs.Count; kk++) {
				if (percentageLeft + cam.GetComponentInParent<PhotoEval> ().CalcScreenPercentage (leftMostGameObjs [kk]) <= 100f) {
					percentageLeft += cam.GetComponentInParent<PhotoEval> ().CalcScreenPercentage (leftMostGameObjs [kk]);
				} else {
					break;
				}
			}

			for (int kk2 = 0; kk2 < rightMostGameObjs.Count; kk2++) {
				if (percentageRight + cam.GetComponentInParent<PhotoEval> ().CalcScreenPercentage (rightMostGameObjs [kk2]) <= 100f) {
					percentageRight += cam.GetComponentInParent<PhotoEval> ().CalcScreenPercentage (rightMostGameObjs [kk2]);
				} else {
					break;
				}
			}

			float score = 10f;

			if (percentageLeft == percentageRight) {
				return 100f;
			} else if (Mathf.Approximately (percentageLeft, percentageRight)) {
				heuristicWeight = 0.8f;
				score = score * heuristicWeight;
				//Debug.Log("percents: " + percentageLeft + ", " + percentageRight);
				score = Mathf.Max(Mathf.Min(score, 100),0);
				Debug.Log ("Asym score: " + score);
				return score;
			} else {
				float difference = Mathf.Abs ((percentageLeft - percentageRight));

				score = 100;
				//difference = 100f * difference;
				score -= difference;
			//	Debug.Log("percents: " + percentageLeft + ", " + percentageRight);
				Debug.Log ("Balance B(Asym) score: " + score);
				score = Mathf.Max(Mathf.Min(score, 100),0);
				return score;
			}

		} else if (leftMostGameObjs.Count > 0 && rightMostGameObjs.Count == 0) {
			for (int iii = 0; iii < leftMostGameObjs.Count; iii++) {
				if (percentageLeft + cam.GetComponentInParent<PhotoEval>().CalcScreenPercentage (leftMostGameObjs [iii]) <= 100f) {
					percentageLeft += cam.GetComponentInParent<PhotoEval>().CalcScreenPercentage (leftMostGameObjs [iii]);
				} else {
					break;
				}
			}
			//Debug.Log ("percentage: " + percentageLeft);
			float score = 100f;
			heuristicWeight = percentageLeft * 0.1f;
			float difference = 100f * heuristicWeight;
			score -= difference;
			if (score < 0f) {
				return 0f;
			}
			Debug.Log ("Asym score: " + score);
//.........这里部分代码省略.........
开发者ID:SamReha,项目名称:SnapshotGame,代码行数:101,代码来源:BalanceHeuristics.cs


注:本文中的Camera.GetComponentInParent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。