Fixed guard camera UIs such that status text is rendered appropriately for all cameras

This commit is contained in:
Randall Dolifka 2017-11-26 21:23:09 -06:00
parent 30dff852ba
commit 14634378ef
11 changed files with 768 additions and 281 deletions

1
.gitignore vendored
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@ -29,3 +29,4 @@
# Builds
**/*.apk
**/*.unitypackage
**/UnityPackageManager/

2
Project Undercover/Assets/Materials/UI.mat Normal file → Executable file
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@ -1,10 +1,22 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GuardCamera : Photon.PunBehaviour {
public Camera mCamera;
const string AVAILABLE_TEXT = "(Available)";
const string IN_CONTROL_TEXT = "(In-Control)";
const string LOCKED_TEXT = "(Locked)";
Color AVAILABLE_COLOR = Color.black;
Color IN_CONTROL_COLOR = Color.black;
Color LOCKED_COLOR = Color.red;
public Text cameraStatusText;
public Camera Camera { get { return mCamera; } }
private Camera mCamera;
private Light mSpotlight;
private AudioListener mListener;
@ -39,6 +51,9 @@ public class GuardCamera : Photon.PunBehaviour {
// Initialize empty player queue
mPlayers = new List<int>();
// Set the camera status text/color.
UpdateCameraText();
}
void Update()
@ -138,6 +153,32 @@ public class GuardCamera : Photon.PunBehaviour {
photonView.RPC("UpdateRotation", PhotonTargets.Others, this.xRotation, this.yRotation);
}
/**
* Set the text in the bottom-right corner, denoting the lock-status of the Camera.
*/
void UpdateCameraText()
{
// First set the camera name
cameraStatusText.text = this.gameObject.name + "\n";
// Then set the status text
if (mPlayers.Count == 0)
{
cameraStatusText.text += AVAILABLE_TEXT;
cameraStatusText.color = AVAILABLE_COLOR;
}
else if (InControl())
{
cameraStatusText.text += IN_CONTROL_TEXT;
cameraStatusText.color = IN_CONTROL_COLOR;
}
else
{
cameraStatusText.text += LOCKED_TEXT;
cameraStatusText.color = LOCKED_COLOR;
}
}
/*
* Called via RPC to add a player to this camera.
*/
@ -149,6 +190,9 @@ public class GuardCamera : Photon.PunBehaviour {
// Because there is now a player, make sure the spotlight is on.
mSpotlight.enabled = true;
// Update camera text as necessary.
UpdateCameraText();
}
/*
@ -165,6 +209,9 @@ public class GuardCamera : Photon.PunBehaviour {
{
mSpotlight.enabled = false;
}
// Update camera text as necessary.
UpdateCameraText();
}
/**

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@ -4,8 +4,6 @@ using UnityEngine.UI;
public class GuardController : Photon.PunBehaviour {
public Text cameraStatusText;
const float CAMERA_SENSITIVITY = 120.0f;
private int mCurrentCamera; // -1 means preview mode
@ -69,24 +67,6 @@ public class GuardController : Photon.PunBehaviour {
}
}
/**
* Set the text in the bottom-right corner, denoting if the camera is locked.
*/
void SetCameraText()
{
// TODO - GuardCamera should be responsible for text.
// Each GuardCamera should display its name in colored text.
// Red denotes that it is owned by another player, Green denotes free.
if (mInControl)
{
cameraStatusText.text = "In-Control";
}
else
{
cameraStatusText.text = "Locked";
}
}
/**
* Cycle the player to a specific camera, or just the next one.
*/
@ -109,7 +89,6 @@ public class GuardController : Photon.PunBehaviour {
// Determine if we are in control.
mInControl = mCameras[mCurrentCamera].InControl();
SetCameraText();
}
GuardCamera GetCurrentGuardCamera()
@ -176,13 +155,12 @@ public class GuardController : Photon.PunBehaviour {
if (newInControl != mInControl)
{
mInControl = newInControl;
SetCameraText();
}
if (Input.GetButtonDown("Fire1"))
{
RaycastHit hit;
Ray ray = GetCurrentGuardCamera().mCamera.ScreenPointToRay(Input.mousePosition);
Ray ray = GetCurrentGuardCamera().Camera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 100.0f))
{

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@ -9,7 +9,6 @@ public class GameManager : Photon.PunBehaviour {
public GameObject guardController;
public GameObject spyPrefab, NPCPrefab, cameraRigPrefab;
public int numNpcs = 9;
public GameObject guardCameraPanel;
private static GameManager _activeManager = null;
public override void OnLeftRoom()
@ -53,7 +52,6 @@ public class GameManager : Photon.PunBehaviour {
if (PersistantPlayerSettings.character == PersistantPlayerSettings.Character.Guard)
{
guardController.SetActive(true);
guardCameraPanel.SetActive(true);
//guardPanel.SetActive(true);
}
else

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CGPROGRAM
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struct appdata_t
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float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
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fixed4 _TextureSampleAdd; //Added for font color support
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#endif
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clip (color.a - 0.01);
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ENDCG
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androidEnableBanner: 1
androidUseLowAccuracyLocation: 0
m_AndroidBanners:
- width: 320
height: 180
@ -231,10 +240,14 @@ PlayerSettings:
m_BuildTargetBatching: []
m_BuildTargetGraphicsAPIs: []
m_BuildTargetVRSettings: []
m_BuildTargetEnableVuforiaSettings: []
openGLRequireES31: 0
openGLRequireES31AEP: 0
webPlayerTemplate: APPLICATION:Default
m_TemplateCustomTags: {}
mobileMTRendering:
Android: 1
iPhone: 1
tvOS: 1
wiiUTitleID: 0005000011000000
wiiUGroupID: 00010000
wiiUCommonSaveSize: 4096

View file

@ -1 +1 @@
m_EditorVersion: 2017.1.1f1
m_EditorVersion: 2017.2.0f3