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VR空間でやる夫作品を読んでみる (β) ref: http://qiita.com/tamanugi/items/4283cd5c188c8fb427ff
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____ | |
/ \ | |
/ _ノ ヽ、_ \ | |
/ o゚((●)) ((●))゚o \ ほんとは現実世界でもっとやる夫を読みたいんだお… | |
| (__人__) | | |
\ ` ⌒´ / |
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____ | |
/ \ | |
/ _ノ ヽ、_ \ | |
/ o゚⌒ ⌒゚o \ でも現実世界は仕事で忙しくてそんな暇ないんだお・・・ | |
| (__人__) | | |
\ ` ⌒´ / |
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____ | |
/⌒ ⌒\ | |
/( ●) (●)\ | |
/::::::⌒(__人__)⌒::::: \ だからVRでやる夫をよむお!! | |
| |r┬-| | | |
\ `ー'´ / |
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.EventSystems; | |
public class AAAnimationStartScript : MonoBehaviour, IPointerEnterHandler { | |
private AAObjectManager _script; | |
private bool _singleFlg = true; | |
public void Start(){ | |
var go = GameObject.Find("AAObjectManager"); | |
_script = go.GetComponent<AAObjectManager>(); | |
} | |
public void OnPointerEnter(PointerEventData eventData) | |
{ | |
if (_singleFlg) { | |
_script.AAStart (); | |
_singleFlg = false; | |
} | |
} | |
} | |
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$ git clone https://github.com/googlevr/gvr-unity-sdk.git |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class AAObjectManager : MonoBehaviour { | |
private GameObject _viewAAObject = null; | |
private List<TextAsset> _textAssetList; | |
private int _currentPage = 0; | |
private bool isFinish = true; | |
// Use this for initialization | |
void Start () { | |
Debug.Log (Resources.LoadAll("AA",typeof(TextAsset)).Length); | |
// Loading AA | |
_textAssetList = Resources.LoadAll("AA",typeof(TextAsset)).Cast<TextAsset>().ToList(); | |
Debug.Log (_textAssetList); | |
// Binding GameObject to variable | |
_viewAA = transform.FindChild ("ViewAA").gameObject; | |
} | |
private int _count = 0; | |
// Update is called once per frame | |
void Update () { | |
_count++; | |
if(_count == 300 && !isFinish) { | |
FadeOut (); | |
_count = 0; | |
} | |
} | |
// FadeOut | |
void FadeOut(){ | |
Vector3 dist_pos = _viewAAObject.transform.position + (new Vector3(0,1000,0)); | |
Debug.Log (dist_pos); | |
var moveHash = new Hashtable(); | |
moveHash.Add ("position", dist_pos); | |
moveHash.Add ("time", 1f); | |
moveHash.Add ("easeType", "easeInOutBack"); | |
moveHash.Add ("oncomplete", "FadeIn"); | |
moveHash.Add ("oncompletetarget", this.gameObject); | |
iTween.MoveTo (_viewAAObject, moveHash); | |
_currentPage++; | |
if (_currentPage > _textAssetList.Count) { | |
isFinish = true; | |
} | |
} | |
// FadeIn | |
public void FadeIn(){ | |
Debug.Log ("FadeIn"); | |
_viewAAObject.transform.position = new Vector3 (-470, -660, 480); | |
_viewAAObject.GetComponent<TextMesh> ().text = isFinish?"Fin.":_textAssetList[_currentPage].text; | |
var dist = _viewAAObject.transform.position + (new Vector3 (0, 1000, 0)); | |
var moveHash = new Hashtable(); | |
moveHash.Add ("position", dist); | |
moveHash.Add ("time", 1f); | |
moveHash.Add ("easeType", "easeInOutBack"); | |
iTween.MoveTo (_viewAAObject, moveHash); | |
} | |
public void AAStart(){ | |
isFinish = false; | |
_count = 0; | |
_currentPage = 0; | |
FadeIn (); | |
} | |
} | |
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