본문 바로가기

NOTE/SaveSource19

[SaveSource] WeaponDrob using UnityEngine;using System.Collections.Generic; public enum EqipWeaponType{ General, Special, None} class WeaponDrob : MonoBehaviour{ SteamVR_TrackedController trackedController; public GameObject ControllerModel; public GrableTarget grabaleTarget; public SpecialWeapon specialWeapon; Transform m_trans; Rigidbody m_rigid; Vector3 m_curPos; Vector3 m_lasPos; EqipWeaponType m_thisWeapon; privat.. 2017. 1. 4.
[SaveSource] ViveTouchPad 이제 사용하지 않는 소스 using UnityEngine;using UnityEngine.UI; // TODO : 각 버튼 클릭시 맞는 특수무기 장착&활성화 public enum SPweapon{ Grenade, Recover, Mine, Drone, None} class ViveTouchPad : MonoBehaviour{ SteamVR_TrackedController trackedController; SteamVR_Controller.Device device; SteamVR_TrackedObject trackedObj; Perform m_eqip; // in Hierarchy public GameObject m_touchpadUI; public GameObject m_weaponEqip; public.. 2017. 1. 4.
[SaveSource] Unity Editor Study 에디터는 Asset/Editor/.. 2016. 11. 17.
[SaveSource] 만보기소스(펌) using UnityEngine;using System.Collections;using UnityEngine.UI; public class pedo : MonoBehaviour { public Text acc; public MoverMaster mover; public float loLim = 0.005f; // level to fall to the low state public float hiLim = 0.1f; // level to go to high state (and detect step) public int steps = 0; // step counter - counts when comp state goes high private bool stateH = false; // comparator s.. 2016. 11. 9.
[Source Save] GyhroCameraMove.cs using System.Collections.Generic;using UnityEngine; class GyroCameraMove : SingleTon{ private bool gyroSupported; private Gyroscope gyro; private Quaternion rotFix; private Transform worldObj; private GameObject mCam; private GameObject camParent; private float startY; private GyroCameraMove() { } public void GyroCamera() { gyroSupported = SystemInfo.supportsGyroscope; mCam = GameObject.FindGame.. 2016. 11. 9.
[SaveSource] WebcamTexture public class WebcamBackground : MonoBehaviour { private RawImage image; private WebCamTexture cam; void Start() { image = GetComponent(); cam = new WebCamTexture(Screen.width, Screen.height); image.texture = cam; cam.Play(); } } 2016. 11. 2.