forked from cgvr/DeltaVR
add particle effects to archery range model display
This commit is contained in:
@@ -18,7 +18,6 @@
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* archery range:
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* võiks jääda kordama viimast instruktsiooni, kui mängija ei progressi edasi
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* kui archery range läbi, võiks npc öelda "good job, try again..."
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* particle effectid model display'le
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* cafe:
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* võiks saada hinnata saadud tellimust
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* npc võiks olla keeratud sinu poole juba kaugelt
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@@ -15,6 +15,7 @@ public class ModelDisplay : MonoBehaviour
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public float generatedObjectRotationSpeed = 10f;
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private EventInstance printingSound;
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private ParticleSystem.EmissionModule particleEmission;
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// Start is called before the first frame update
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void Start()
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@@ -23,6 +24,9 @@ public class ModelDisplay : MonoBehaviour
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printingSound.setParameterByName("3DPrinterPrintingJob", 1);
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printingSound.setParameterByName("Occlusion", 0);
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printingSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(displayPoint));
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particleEmission = GetComponentInChildren<ParticleSystem>().emission;
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particleEmission.enabled = false;
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}
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// Update is called once per frame
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@@ -38,6 +42,7 @@ public class ModelDisplay : MonoBehaviour
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{
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printingSound.start();
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printingSound.setParameterByName("3DPrinterPrintingJob", 0);
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particleEmission.enabled = true;
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}
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public void DisplayModel(GameObject modelObject)
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@@ -57,5 +62,6 @@ public class ModelDisplay : MonoBehaviour
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Model = modelObject;
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printingSound.setParameterByName("3DPrinterPrintingJob", 1);
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particleEmission.enabled = false;
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}
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}
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@@ -1,5 +1,8 @@
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{
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"entries": [
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{
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"name": "h",
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"score": 138.0
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}
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]
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}
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