This commit is contained in:
YangHua 2024-05-15 16:41:32 +08:00
parent ee8d59ea6c
commit 0d033efbec
1348 changed files with 849408 additions and 22 deletions

View File

@ -47,7 +47,7 @@ public class UIS : MonoBehaviour
public void OnStartRecorad() public void OnStartRecorad()
{ {
MP4Name = string.Format("{0}_{1}_{2}_{3}_{4}", DateTime.Now.Day, DateTime.Now.Hour, DateTime.Now.Minute, GlobalFlag.userCardId, GlobalFlag.userName); MP4Name = string.Format("{0}_{1}_{2}_{3}_{4}", DateTime.Now.Day, DateTime.Now.Hour, DateTime.Now.Minute, GlobalFlag.systemUserId, GlobalFlag.userName);
//ScreenCaptureManager.instance.CaptureInit(); //ScreenCaptureManager.instance.CaptureInit();
ScreenCaptureManager.instance.StartCapture(path, MP4Name); ScreenCaptureManager.instance.StartCapture(path, MP4Name);
} }

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@ -73,7 +73,7 @@ public class GlobalFlag
/// <summary> /// <summary>
/// 身份证号码 /// 身份证号码
/// </summary> /// </summary>
public static string userCardId; public static string systemUserId;
/// <summary> /// <summary>
/// 姓名 /// 姓名
/// </summary> /// </summary>

View File

@ -34,6 +34,7 @@ public class LoginController : MonoBehaviour
// Use this for initialization // Use this for initialization
public void Start() public void Start()
{ {
GetLoginInfo();
//var res = await AsyncWebReq.Get<LineLossData>(url); //var res = await AsyncWebReq.Get<LineLossData>(url);
//Debug.Log(res == null); //Debug.Log(res == null);
loginBtn.onClick.AddListener(() => loginBtn.onClick.AddListener(() =>
@ -46,10 +47,25 @@ public class LoginController : MonoBehaviour
{ {
OnTrain(); OnTrain();
}); });
SwitchPanel(0); //SwitchPanel(0);
loginBtn.onClick?.Invoke();
onTrain.onClick?.Invoke();
} }
public void GetLoginInfo()
{
string info = FileUtil.ReadFromLocal("info.ini");
string[] tempInfo = info.Split("//;");
string[] currentModelInfo = tempInfo[1].Split(";");
GlobalFlag.systemUserId = currentModelInfo[2];
GlobalFlag.userName = currentModelInfo[3];
//foreach (var item in currentModelInfo)
//{
// Debug.Log(item);
//}
}
public void OnLogin() public void OnLogin()
{ {
//loginUrl = WebIPAdress.Instance.dicAdresses["登录接口"]; //loginUrl = WebIPAdress.Instance.dicAdresses["登录接口"];
@ -102,7 +118,7 @@ public class LoginController : MonoBehaviour
public void OnTrain() public void OnTrain()
{ {
nameTex.text = "考生姓名:" + user.text; nameTex.text = "考生姓名:" + GlobalFlag.userName;
SceneLoad.Instance.SceneChange("02_MapScene"); SceneLoad.Instance.SceneChange("02_MapScene");
SwitchPanel(-1); SwitchPanel(-1);
} }

View File

@ -31,6 +31,7 @@ public class Multimeter : MonoBehaviour
GameManager.Instance.BlackWanYon.transform.DOLocalMove(new Vector3(-0.14f, -0.08f, 0.11f), 0.25f); GameManager.Instance.BlackWanYon.transform.DOLocalMove(new Vector3(-0.14f, -0.08f, 0.11f), 0.25f);
GameManager.Instance.BlackWanYon.layer = 0; GameManager.Instance.BlackWanYon.layer = 0;
GameManager.Instance.MultimeterIm.gameObject.SetActive(true); GameManager.Instance.MultimeterIm.gameObject.SetActive(true);
UIManager.Instance.toolsItemManager.recoverBtn.gameObject.SetActive(false);
GameManager.Instance.redok = true; GameManager.Instance.redok = true;
if (GameManager.Instance.redok) if (GameManager.Instance.redok)
{ {
@ -53,6 +54,7 @@ public class Multimeter : MonoBehaviour
GameManager.Instance.RedWanYon.transform.DOScale(new Vector3(200, 200, 200), 0.25f); GameManager.Instance.RedWanYon.transform.DOScale(new Vector3(200, 200, 200), 0.25f);
GameManager.Instance.RedWanYon.transform.DOLocalMove(new Vector3(-0.08f, 0.08f, 0.11f), 0.25f); GameManager.Instance.RedWanYon.transform.DOLocalMove(new Vector3(-0.08f, 0.08f, 0.11f), 0.25f);
GameManager.Instance.RedWanYon.layer = 0; GameManager.Instance.RedWanYon.layer = 0;
UIManager.Instance.toolsItemManager.recoverBtn.gameObject.SetActive(false);
if (GameManager.Instance.redok) if (GameManager.Instance.redok)
{ {
if (GameManager.Instance.WanStopValve.currentValue >= 2) if (GameManager.Instance.WanStopValve.currentValue >= 2)

View File

@ -47,6 +47,7 @@ public class MultimeterRecovery : MonoBehaviour
GameManager.Instance.redok = false; GameManager.Instance.redok = false;
GameManager.Instance.redData = "0"; GameManager.Instance.redData = "0";
GameManager.Instance.show("0"); GameManager.Instance.show("0");
UIManager.Instance.toolsItemManager.recoverBtn.gameObject.SetActive(true);
}); });
} }
} }

View File

@ -43,7 +43,13 @@ public class FractionManager : MonoBehaviour
throw; throw;
} }
} }
// Update is called once per frame /// <summary>
/// 分数上传
/// </summary>
/// <param name="id"></param>
/// <param name="score"></param>
/// <param name="tips"></param>
/// <returns></returns>
public async Task overAsync(int id, int score, string tips) public async Task overAsync(int id, int score, string tips)
{ {
if (isok) if (isok)

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@ -3,6 +3,7 @@ using System;
using System.Threading.Tasks; using System.Threading.Tasks;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using ZenFulcrum.EmbeddedBrowser;
//using Vuplex.WebView; //using Vuplex.WebView;
//using Vuplex.WebView.Demos; //using Vuplex.WebView.Demos;
@ -12,9 +13,14 @@ public class newfollow : MonoBehaviour
//public CanvasWebViewPrefab _focusedPrefab; //public CanvasWebViewPrefab _focusedPrefab;
//private HardwareKeyboardListener _hardwareKeyboard; //private HardwareKeyboardListener _hardwareKeyboard;
public GameObject _canvas; public GameObject _canvas;
public Browser b;
public bool isOnce = true; public bool isOnce = true;
public string url;
private void Start()
{
url = WebIPAdress.Instance.dicAdresses["ÓòɽçÃæ"];
}
private void Update() private void Update()
{ {
// 鼠标左键按下 // 鼠标左键按下
@ -34,7 +40,7 @@ public class newfollow : MonoBehaviour
if (hit.transform.name.Equals(_name)) if (hit.transform.name.Equals(_name))
{ {
Debug.Log(hit.transform.name); Debug.Log(hit.transform.name);
string url = WebIPAdress.Instance.dicAdresses["用采界面"];
OpenWaiBuUrl(url); OpenWaiBuUrl(url);
} }
} }
@ -71,9 +77,15 @@ public class newfollow : MonoBehaviour
/// 打开外部链接 /// 打开外部链接
/// </summary> /// </summary>
/// <param name="url"></param> /// <param name="url"></param>
public void OpenWaiBuUrl(string url) public void OpenWaiBuUrl(string _url)
{ {
Application.OpenURL(url); //Application.OpenURL(url);
_canvas.gameObject.SetActive(true);
b.LoadURL(_url, true);
}
public void OnClose()
{
_canvas.gameObject.SetActive(false);
} }

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@ -1 +1 @@
Build from ADAM at 2024/5/11 12:56:43 Build from ADAM at 2024/5/15 16:39:02

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@ -0,0 +1 @@
2024-04-16 10:23:03#'test://;1;5;123456;Test/'|

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登录接口,http://127.0.0.1:10013/Handler/Login.ashx?login_name= 登录接口,http://127.0.0.1:10013/Handler/Login.ashx?login_name=
用采界面,http://127.0.0.1:10013/ 用采界面,http://127.0.0.1:8333/
分数接口,http://127.0.0.1:10013/Handler/ResultDetail.ashx?action=saveitem&real_name= 分数接口,http://127.0.0.1:10013/Handler/ResultDetail.ashx?action=saveitem&real_name=
断电续存,http://127.0.0.1:10013/Handler/ResultDetail.ashx 断电续存,http://127.0.0.1:10013/Handler/ResultDetail.ashx

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@ -0,0 +1,192 @@
(Version numbers: http://semver.org/)
2.1.0:
Note: ThirdPartyNotices.txt for 2.0.0 was partially wrong see fixes below.
Changes:
- --zf-browser-update-delay is unused. The slave update loop is now
handled by CefRunMessageLoop instead of CefDoMessageLoopWork and
should hopefully work fine without tuning. (Existing applications
using this flag should continue to run.)
- Tweaks to the main demo's 3rd room.
Features:
- Add experimental support for Linux 64-bit builds!
- Add support for Windows 64-bit and OS X il2cpp builds.
- Add CSP-friendly version of EvalJS: EvalJSCSP. (Has some requirements
and pitfalls, see the function documentation.)
- Automatically set the executable bit on ZFGameBrowser executable
on build. (OS X, Linux)
Fixes:
- ThirdPartyNotices.txt contained data from CEF 3.3202.1683 instead of
3.3282.1741. It has been updated. Also: encoding fix.
Consider updating this file (as appropriate), even if you don't use
the new asset version, for legal reasons.
(You should have more-or-less what should have been in the last
version if you remove the libX11 section.)
- Fix needing MSVC 2013 runtime installed. (Windows)
- Fix browser not working if started under a path with Unicode
characters. (Again.)
- Fix browser flickering when compositing dialogs (like alert and such).
- Don't crash when asked to go to a null URL.
- Fix browser.IsLoaded being false in onLoad (and therefore breaking
things like EvalJS).
- Overlapping calls to CookieManager.GetCookies() should now bail
instead of doing strange things. Also document that it's not
reentrant.
- Allow copy-paste in browser's inspector for EvalJS/SetHTML.
- Fix an issue that crashed the Editor when hot-reloading scripts.
(Hot-reloading isn't supported, but it shouldn't crash your Editor.)
- Don't leak world-space cursors into the scene if browser is destroyed.
- CEFResources are now (properly) handled on a per-platform+architecture
basis.
- Fix build errors for OS X with newer Unity versions. (Unity doesn't
make a Plugins folder for us anymore.)
- Some fixes for new Unity versions.
- Misc fixes, docs updates/changes.
2.0.0:
Changes:
- Updated to Chromium 64.0.3282.119 / CEF 3.3282.1741.gcd94615 for
Windows and OS X
- API proxy (Chromium out-of-process) is used by everywhere now.
Pros:
- C# debugging should work out-of-the box, instead of
crashing/hanging.
- The inspector is much more stable.
- The Unity Editor won't hang if you use the new Mono (.NET 4.6)
backend.
- (Windows) Standalone builds made with newer Unity and CEF
versions won't crash on exit.d
- (OS X) Fixes all sorts of crashing in builds.
- (Windows) Since the browser no longer executes directly from the
Player executable, many files can and have been moved from the build
root to inside [game]_Data/Plugins.
- Probably a number of other little things.
Cons:
- It's a lot more work to make, but that's not your problem. ;-)
- It's slower, but a lot of effort has gone into improving its
performance; hopefully everything will run just awesome now. :-)
- Using pop-up windows that open in an OS-native window outside the
game may have unexpected or incomplete behavior.
Using these outside testing/debugging is not recommended or
officially supported.
- Adjust popup window behavior via SetNewWindowHandler instead of
newWindowAction/NewWindowHandler.
- Cleaned up some demo scripts being in their own folder and/or not
being in the right namespace.
- The WebResources API has changed. It's now asynchronous and more
powerful! Unfortunately, it is different, so if you extended
WebResources you'll need to make some changes.
Also, the generated errors are slightly different.
- browser.backgroundColor was renamed to baseColor and the initial
texture gets this color.
- "--zf-browser-log-verbose" was renamed to "--zf-log-cef-verbose"
(and "--zf-log-internal" was added)
- Require Unity 5.6.3+ out of the box. (Older versions may still work
with minor tweaks.)
Features:
- Added first-class VR input support (requires Unity 2017.2 or newer)
- Added soft keyboard for use inside (or outside) VR
- Added browser.onTextureUpdated
- Added browser.onNavStateChange
- Added new input system that combines clicks, touches, and spacial
interactions. (Still built on IBrowserUI.) The old input classes are
still included, but deprecated.
- While we can still only convert a single touch to the browser's
mouse, the new input handlers should do a much better job of it.
- Added new unlit colored emulate mipmap shader. Use it to apply a
tint/color the the browser image. (As always, you can write you own
shader too!)
- Added support for --key=value style command-line arguments. (For
example, set a proxy manually with --proxy-server=10.1.2.3:8080)
- Save user data between application runs by setting
BrowserNative.ProfilePath (or leave it blank to keep forgetting
everything on restart).
- Throw a BrowserSystemSettings into your scene to automatically
change/call BrowserNative.ProfilePath or UserAgent.SetUserAgent, no
coding required.
- Added checkbox to disable GUIBrowserUI auto-resizing.
- Added support for HTTP user/password prompts.
- Added support for file downloads & relevant API.
- IBrowserUI.MouseScroll is no longer truncated to the nearest integer,
allowing finer scroll inputs. (Also scroll events are throttled and
grouped, so feel free to send lots of small scroll events.)
- Frame data uploads faster via texture.LoadRawTextureData now and with
fewer intermediate copies. (Also, see notes about framerates in the
docs.)
- Added Assembly Definition files (for newer versions of Unity).
- Automatically copy ThirdPartyNotices.txt to build.
Fixes:
- Properly release alt (and other modifiers) when you alt-tab out.
(Fixes things like backspace and arrow keys not working after an
alt-tab.)
- Fix an issue with zfb_tick getting called before the symbol loaded.
- Calling browser.CallFunction with a null argument passes it along
correctly instead of breaking.
- Fix GUI browser not working correctly with a non-center pivot.
(Thanks to those that pointed this out!)
- Docs fixes
- Under Windows the browser backend is now fully torn down between
runs, more correctly emulating how profile data is (or isn't)
persisted.
- New Unity version fixes.
1.1.1:
Changes:
- The Unity 4.x FPS controller isn't included with the demo anymore.
The demo now uses a simple replacement controller. (Not a public API
change, affects demo and demo scripts only.)
1.1.0:
Features:
- You can now adjust or add Chromium switches with
BrowserNative.commandLineSwitches.
- Experimental Adobe Flash support (see Readme)
- CallFunction and EvalJS now return results through a promise; it's
now much easier to query the page for a specific value.
- Massively revamped Readme formatting.
- Cookie API (delete all cookies, CRUD any cookie, date features
experimental)
- Added a simpler example of calling/getting called by JS.
- Added API for setting a custom user agent.
Fixes:
- Browser should now work correctly with unicode characters in the path.
- We no longer display an error on page load abort. This allows you to
see incomplete page loads and also keeps things from breaking if you
double-click a link.
- Remove non-ASCII characters from the user agent so things don't break.
- Dynamically instantiating a BrowserGUI should now work instead of
dying in the mouse input code.
- Fix issues with GUIBrowserUI + touchscreen + build.
- Unity 5.4: Don't spam errors about cursor formats.
- Unity 5.5: Cope with Profiler namespace change.
- localGame:// will strip query strings/hashes and try to find the
underlying file instead of always failing when one is present.
1.0.2:
Fixes:
- OS X: Asset Store packages still weren't getting the right child process
permissions, so now the executable permission is always added when
starting a browser in the Editor.
1.0.1:
Fixes:
- Rebuild package so ZFGameBrowser has the correct initial permissions
on OS X.
- Correctly build browser_assets runtime resource even if there is no
BrowserAssets directory.
- NewWindow demo explains how to unzip BrowserAssets like MainDemo.
- Demo explanation should no longer be replaced by an error on very
slow computers.
- Disabling and re-enabling a BrowserGUI GameObject should no longer
break automatic resizing.
1.0.0:
Initial release

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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<style type="text/css">
body {
background: rgba(0, 0, 0, .3);
color: white;
font-family: sans-serif;
}
</style>
</head>
<body>
<h1>Greetings!</h1>
<p style="font-size: 120%; font-weight: bold;">Extract <em>DemoBrowserAssets.zip</em> to your project folder.</p>
<p>One thing before we start:</p>
<p>For this demo to work, we need some files in <code>MyProject/BrowserAssets/</code>, but Asset Packages can't put things outside <code>MyProject/Assets/</code>. These files are game-local HTML/CSS/JavaScript resources.</p>
<p>Find <code>ZFBrowser/Demo/DemoBrowserAssets.zip</code> and extract it to your project folder so it looks something like this:</p>
<pre>
MyProject/
Assets/
...
BrowserAssets/
demo/
DoorControl.html
HUD.html
....
Library/
ProjectSettings/
...</pre>
<p>Once that's done, start the demo again and enjoy!</p>
<!--
As a side note, we could do that automatically with a pile of code, but I think this is a good starting
point for teaching how the system works.
-->
</body>
</html>

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
namespace ZenFulcrum.EmbeddedBrowser {
/** When our trigger is touched by the player, does the actions in the list. (one-shot) */
public class ActionTimer : MonoBehaviour {
[Serializable]
public class TimedAction {
/** How long since the action should we wait? */
public float delay;
/** What action should we take? */
public UnityEvent action;
}
public TimedAction[] thingsToDo;
private bool triggered;
public void OnTriggerEnter(Collider other) {
if (triggered) return;
var inventory = other.GetComponent<PlayerInventory>();
if (!inventory) return;
triggered = true;
StartCoroutine(DoThings());
}
private IEnumerator DoThings() {
for (int idx = 0; idx < thingsToDo.Length; ++idx) {
yield return new WaitForSeconds(thingsToDo[idx].delay);
thingsToDo[idx].action.Invoke();
}
}
}
}

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using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/**
* Attach this to a browser.
* When it starts up, it will register itself as the NewWindowHandler on the browser.
*
* When a new window is opened, it will create a ball to show that new window's contents, and drop it
* from {spawnPosition}.
*/
[RequireComponent(typeof(Browser))]
public class BallBrowserSpawner : MonoBehaviour, INewWindowHandler {
public Transform spawnPosition;
public float size;
public void Start() {
GetComponent<Browser>().SetNewWindowHandler(Browser.NewWindowAction.NewBrowser, this);
}
public Browser CreateBrowser(Browser parent) {
var ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
ball.AddComponent<Rigidbody>();
ball.transform.localScale = new Vector3(size, size, size);
ball.transform.position = spawnPosition.position + Vector3.one * Random.value * .01f;
var browser = ball.AddComponent<Browser>();
browser.UIHandler = null;
browser.Resize(110, 110);
return browser;
}
}
}

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using System.Collections;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/** Game-specific logic for picking up coins. */
public class CoinPickup : MonoBehaviour {
private Transform coinVis;
public float spinSpeed = 20;
public bool isMassive = false;
public void Start() {
coinVis = transform.Find("Vis");
}
public void Update() {
coinVis.transform.rotation *= Quaternion.AngleAxis(Time.deltaTime * spinSpeed, Vector3.up);
}
public void OnTriggerEnter(Collider other) {
var inventory = other.GetComponent<PlayerInventory>();
if (!inventory) return;
if (isMassive) {
HUDManager.Instance.LoadBrowseLevel();
} else {
inventory.AddCoin();
}
Destroy(gameObject);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
[RequireComponent(typeof(Browser))]
public class DemoList : MonoBehaviour {
protected List<string> demoSites = new List<string> {
"localGame://demo/MouseShow.html",//simple, cheap circle follows mouse, fade
"http://js1k.com/2013-spring/demo/1487",//kalidescope effect around mouse
// "http://js1k.com/2013-spring/demo/1471",//black balls follow mouse
"http://js1k.com/2014-dragons/demo/1868", //webgl blobs
// "http://glimr.rubyforge.org/cake/missile_fleet.html",//spaceships shoot each other
"http://js1k.com/2015-hypetrain/demo/2231", //galaxy
"http://js1k.com/2015-hypetrain/demo/2313",//particles, music
"http://js1k.com/2015-hypetrain/demo/2331", //wave simulator in a dot grid
"http://js1k.com/2015-hypetrain/demo/2315",//drag starfield
"http://js1k.com/2015-hypetrain/demo/2161", //animated 3d fractal
"http://js1k.com/2013-spring/demo/1533", //raindrop noise/music
"http://js1k.com/2014-dragons/demo/1969",//many cube lines
"http://www.snappymaria.com/misc/TouchEventTest.html",//circle around mouse cursor
// "http://js1k.com/2013-spring/demo/1456",//plasma
// "http://js1k.com/2013-spring/demo/1511",//circles around the mouse cursor
};
public Browser demoBrowser;
private Browser panelBrowser;
private int currentIndex = 0;
protected void Start() {
panelBrowser = GetComponent<Browser>();
panelBrowser.RegisterFunction("go", args => {
DemoNav(args[0].Check());
});
demoBrowser.onLoad += info => {
panelBrowser.CallFunction("setDisplayedUrl", demoBrowser.Url);
};
demoBrowser.Url = demoSites[0];
}
private void DemoNav(int dir) {
if (dir > 0) {
currentIndex = (currentIndex + 1) % demoSites.Count;
} else {
currentIndex = (currentIndex - 1 + demoSites.Count) % demoSites.Count;
}
demoBrowser.Url = demoSites[currentIndex];
}
}
}

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using System;
using UnityEngine;
using System.Collections;
namespace ZenFulcrum.EmbeddedBrowser {
public class Door : MonoBehaviour {
public Vector3 openOffset = new Vector3(0, -6.1f, 0);
[Tooltip("Time to open or close, in seconds.")]
public float openSpeed = 2;
[Tooltip("Number of coins needed to open the door.")]
public int numCoins = 0;
private Vector3 closedPos, openPos;
public enum OpenState {
Open, Closed, Opening, Closing
}
public event Action<OpenState> stateChange = state => {};
private OpenState _state;
public OpenState State {
get { return _state; }
set {
_state = value;
stateChange(_state);
}
}
public void Start() {
closedPos = transform.position;
openPos = transform.position + openOffset;
State = OpenState.Closed;
var browser = GetComponentInChildren<Browser>();
//Tell the interface how many coins we need
browser.CallFunction("setRequiredCoins", numCoins);
browser.RegisterFunction("toggleDoor", args => {
switch ((string)args[0].Check()) {
case "open": Open(); break;
case "close": Close(); break;
case "toggle": Toggle(); break;
}
});
//Update interface when we get a coin
PlayerInventory.Instance.coinCollected += coinCount => {
browser.CallFunction("setCoinCoint", coinCount);
};
}
/** Toggles open state. */
public void Toggle() {
if (State == OpenState.Open || State == OpenState.Opening) Close();
else Open();
}
public void Open() {
if (State == OpenState.Open) return;
State = OpenState.Opening;
}
public void Close() {
if (State == OpenState.Closed) return;
State = OpenState.Closing;
}
public void Update() {
if (State == OpenState.Opening) {
var percent = Vector3.Distance(transform.position, closedPos) / openOffset.magnitude;
percent = Mathf.Min(1, percent + Time.deltaTime / openSpeed);
transform.position = Vector3.Lerp(closedPos, openPos, percent);
if (percent >= 1) State = OpenState.Open;
} else if (State == OpenState.Closing) {
var percent = Vector3.Distance(transform.position, openPos) / openOffset.magnitude;
percent = Mathf.Min(1, percent + Time.deltaTime / openSpeed);
transform.position = Vector3.Lerp(openPos, closedPos, percent);
if (percent >= 1) State = OpenState.Closed;
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace ZenFulcrum.EmbeddedBrowser {
/** Out of the box, our BrowserAssets won't be in place. If they aren't, explain what to do. */
[RequireComponent(typeof(Browser))]
public class ExplainUnzip : MonoBehaviour {
public void Start() {
var browser = GetComponent<Browser>();
browser.onLoad += data => {
if (data["status"] == 404) {
browser.LoadHTML(Resources.Load<TextAsset>("ExplainUnzip").text);
if (HUDManager.Instance) HUDManager.Instance.Pause();
Time.timeScale = 1;
}
};
browser.onFetchError += data => {
//For abysmally slow computers:
if (data["error"] == "ERR_ABORTED") {
browser.QueuePageReplacer(() => {}, 1);
}
};
}
}
}

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using System.Collections;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/** Forces whoWillComply to be behind our z when Comply() is called. */
public class ForcedCooperation : MonoBehaviour {
public Transform whoWillComply;
public float howLongWillTheyComply;
public void Comply() {
StartCoroutine(_Comply());
}
protected IEnumerator _Comply() {
var t0 = Time.time;
do {
var pos = transform.InverseTransformPoint(whoWillComply.position);
if (pos.z > 0) {
pos.z = 0;
whoWillComply.position = transform.TransformPoint(pos);
}
yield return null;
} while (Time.time - t0 < howLongWillTheyComply);
}
}
}

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#if UNITY_5_3_OR_NEWER
#define SCENE_MANAGER
using UnityEngine.SceneManagement;
#endif
using System;
using System.Collections;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/** Handles mouse hiding/locking and pause menu for the demo. */
public class HUDManager : MonoBehaviour {
public static HUDManager Instance { get; private set; }
private bool haveMouse = false;
public PointerUIGUI hud;
public Browser HUDBrowser { get; private set; }
public void Awake() {
Instance = this;
}
public void Start() {
HUDBrowser = hud.GetComponent<Browser>();
HUDBrowser.RegisterFunction("unpause", args => Unpause());
HUDBrowser.RegisterFunction("browserMode", args => LoadBrowseLevel(true));
HUDBrowser.RegisterFunction("quit", args => Application.Quit());
Unpause();
#if UNITY_STANDALONE_LINUX
StartCoroutine(Rehide());
#endif
//Update coin count on hud when user gets one
PlayerInventory.Instance.coinCollected += count => HUDBrowser.CallFunction("setCoinCount", count);
}
private IEnumerator Rehide() {
//Unity has bugs. Here's another workaround for another Unity bug.
#if UNITY_5_5_OR_NEWER
while (!UnityEngine.Rendering.SplashScreen.isFinished) yield return null;
#else
while (Application.isShowingSplashScreen) yield return null;
#endif
Cursor.visible = false;
yield return new WaitForSeconds(.2f);
Cursor.visible = true;
yield return new WaitForSeconds(.2f);
Cursor.visible = false;
}
public void Unpause() {
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
EnableUserControls(true);
Time.timeScale = 1;
haveMouse = true;
HUDBrowser.CallFunction("setPaused", false);
}
public void Pause() {
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
haveMouse = false;
Time.timeScale = 0;
EnableUserControls(false);
HUDBrowser.CallFunction("setPaused", true);
}
public void Update() {
if (Input.GetKeyDown(KeyCode.Escape)) {
if (haveMouse) Pause();
else Unpause();
}
}
public void Say(string html, float dwellTime) {
HUDBrowser.CallFunction("say", html, dwellTime);
}
protected void EnableUserControls(bool enableIt) {
//fixme: demo still uses the old input system
#pragma warning disable 618
FPSCursorRenderer.Instance.EnableInput = enableIt;
#pragma warning restore 618
var fpsInput = GetComponent<SimpleFPSController>();
fpsInput.enabled = enableIt;
hud.enableInput = !enableIt;
}
public void LoadBrowseLevel(bool force = false) {
StartCoroutine(LoadLevel(force));
}
private IEnumerator LoadLevel(bool force = false) {
if (!force) {
yield return new WaitUntil(() => SayWordsOnTouch.ActiveSpeakers == 0);
}
Pause();
#if SCENE_MANAGER
SceneManager.LoadScene("SimpleBrowser");
#else
Application.LoadLevel("SimpleBrowser");
#endif
}
}
}

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using System;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
public class PlayerInventory : MonoBehaviour {
public HUDManager hud;
public static PlayerInventory Instance { get; private set; }
public int NumCoins { get; private set; }
public event Action<int> coinCollected = coins => { };
public void Awake() {
Instance = this;
}
public void AddCoin() {
NumCoins += 1;
coinCollected(NumCoins);
}
}
}

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using System;
using System.Collections;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/** Says something(s) in the HUD when the user touches our collider (one-shot). */
public class SayWordsOnTouch : MonoBehaviour {
public static int ActiveSpeakers { get; private set; }
[Serializable]
public class Verse {
/** How long since the touch/last saying should we wait? */
public float delay;
/** What should we say? Full HTML support (so mind the security implications). */
[Multiline]
public string textHTML;
public float dwellTime = 5;
}
public Verse[] thingsToSay;
private bool triggered, stillTriggered;
/** Make our box collider this much bigger when we enter so it's harder to leave. */
public float extraLeaveRange = 0;
public void OnTriggerEnter(Collider other) {
if (triggered) return;
var inventory = other.GetComponent<PlayerInventory>();
if (!inventory) return;
triggered = true;
stillTriggered = true;
++ActiveSpeakers;
StartCoroutine(SayStuff());
var bc = GetComponent<BoxCollider>();
if (bc) {
var size = bc.size;
size.x += extraLeaveRange * 2;
size.y += extraLeaveRange * 2;
size.z += extraLeaveRange * 2;
bc.size = size;
}
}
private IEnumerator SayStuff() {
for (int idx = 0; idx < thingsToSay.Length && stillTriggered; ++idx) {
yield return new WaitForSeconds(thingsToSay[idx].delay);
if (!stillTriggered) break;
HUDManager.Instance.Say(thingsToSay[idx].textHTML, thingsToSay[idx].dwellTime);
}
--ActiveSpeakers;
Destroy(gameObject);
}
public void OnTriggerExit(Collider other) {
var inventory = other.GetComponent<PlayerInventory>();
if (!inventory) return;
stillTriggered = false;
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace ZenFulcrum.EmbeddedBrowser {
/**
* A very simple controller for a Browser.
* Call GoToURLInput() to go to the URL typed in urlInput
*/
[RequireComponent(typeof(Browser))]
public class SimpleController : MonoBehaviour {
private Browser browser;
public InputField urlInput;
public void Start() {
browser = GetComponent<Browser>();
//Update text field when the browser loads a page
browser.onNavStateChange += () => {
if (!urlInput.isFocused) {
//but only if it's not focused (don't steal kill something the user is typing)
urlInput.text = browser.Url;
}
};
urlInput.onEndEdit.AddListener(v => {
if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter)) {
//only nav if they hit enter, not just because they unfocused it
urlInput.DeactivateInputField();
GoToURLInput();
} else {
//revert text to URL if it updated while they were typing
urlInput.text = browser.Url;
}
});
}
public void GoToURLInput() {
browser.Url = urlInput.text;
}
}
}

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using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/// <summary>
/// Simple no-nonsense FPS controller for use in demos. It's not very refined, but it's simple.
///
/// (The 5.x and newer controllers are pretty heavy to include for a demo.)
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class SimpleFPSController : MonoBehaviour {
public float lookSpeed = 100;
public float moveSpeed = 10;
public float moveForce = 20000;
public float jumpForce = 50;
public float dampening = 2;
private Vector3 bottom = new Vector3(0, -1, 0);
private Camera head;
private Rigidbody body;
private float lookPitch;
public void Awake() {
head = GetComponentInChildren<Camera>();
body = GetComponent<Rigidbody>();
}
public void Update() {
//look
var lookDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")) * lookSpeed;
var deltaYaw = Quaternion.AngleAxis(lookDelta.x, Vector3.up);
transform.localRotation *= deltaYaw;
lookPitch += -lookDelta.y;
lookPitch = Mathf.Clamp(lookPitch, -90, 90);
head.transform.localRotation = Quaternion.Euler(lookPitch, 0, 0);
//jump
if (Input.GetButtonDown("Jump") && Grounded) {
body.AddForce(-Physics.gravity.normalized * jumpForce, ForceMode.Impulse);
}
}
public void FixedUpdate() {
if (Time.frameCount < 5) return;
var grounded = Grounded;
if (grounded) body.drag = dampening;
else body.drag = 0;
var horizVel = body.velocity;
horizVel.y = 0;
//move
var moveWish = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
if (moveWish.magnitude > 1) moveWish = moveWish.normalized;
if (horizVel.magnitude > moveSpeed) return;
//local to global
moveWish = transform.TransformVector(moveWish);
var force = moveWish * moveForce * Time.deltaTime;
if (force.magnitude > 0) {
if (!grounded) force *= .5f;
body.AddForce(force, ForceMode.Force);
}
}
public bool Grounded {
get {
var hits = Physics.SphereCastAll(new Ray(transform.position + bottom + transform.up * .01f, Physics.gravity.normalized), .1f, .1f);
for (int i = 0; i < hits.Length; i++) {
if (hits[i].rigidbody == body) continue;
return true;
}
return false;
}
}
}
}

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using System.Collections;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/**
* A simple set of examples of scripting/JavaScript interacting with a Browser.
*/
[RequireComponent(typeof(Browser))]
public class SimpleScripting : MonoBehaviour {
private Browser browser;
public void Start() {
browser = GetComponent<Browser>();
//Load some HTML. Normally you'd want to use BrowserAssets + localGame://,
//but let's just put everything here for simplicity/visibility right now.
browser.LoadHTML(@"
<button style='background: green; color: white' onclick='greenButtonClicked(event.x, event.y)'>Green Button</button>
<br><br>
Username: <input type='text' id='username' value='CouchPotato47'>
<br><br>
<div id='box' style='width: 200px; height: 200px;border: 1px solid black'>
Click ""Change Color""
</div>
<script>
function changeColor(r, g, b, text) {
var el = document.getElementById('box');
el.style.background = 'rgba(' + (r * 255) + ', ' + (g * 255) + ', ' + (b * 255) + ', 1)';
el.textContent = text;
}
</script>
");
//Set up a function. Notice how the <button> above calls this function when it's clicked.
browser.RegisterFunction("greenButtonClicked", args => {
//Args is an array of arguments passed to the function.
//args[n] is a JSONNode. When you use it, it will implicitly cast to the type at hand.
int xPos = args[0];
int yPos = args[1];
//Note that if, say, args[0] was a string instead of an integer we'd get default(int) above.
//See JSONNode.cs for more information.
Debug.Log("The <color=green>green</color> button was clicked at " + xPos + ", " + yPos);
});
}
/** Fetches the username and logs it to the Unity console. */
public void GetUsername() {
browser.EvalJS("document.getElementById('username').value").Then(username => {
Debug.Log("The username is: " + username);
}).Done();
//Note that the fetch above is asynchronous, this line of code will happen before the Debug.Log above:
Debug.Log("Fetching username");
}
private int colorIdx;
private Color[] colors = {
new Color(1, 0, 0),
new Color(1, 1, 0),
new Color(1, 1, 1),
new Color(1, 1, 0),
};
/** Changes the color of the box on the page by calling a function in the page. */
public void ChangeColor() {
var color = colors[colorIdx++ % colors.Length];
browser.CallFunction("changeColor", color.r, color.g, color.b, "Selection Number " + colorIdx).Done();
}
/** Fetches the username and logs it to the Unity console (alternate method). */
public void GetUsername2() {
StartCoroutine(_GetUsername2());
}
private IEnumerator _GetUsername2() {
//This method is more useful if you are already in a coroutine, or you have a lot of logic
//you need to work with that is ugly/painful to express with .Then() chaining.
var promise = browser.EvalJS("document.getElementById('username').value");
Debug.Log("Fetching username");
//Waits for the JS to run and get the result back to us.
yield return promise.ToWaitFor();
Debug.Log("The username is: " + promise.Value);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Text;
using System.Threading;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/**
* This runs s simple HTTP server to serve downloads.
* You could do this simpler by overriding WebResources except:
* You can't stream data (we need to test download rates/pause/resume).
* Don't want this example to override localGame either.
*/
public class TestDownloadServer : MonoBehaviour {
private HttpListener server;
public int port = 8083;
private volatile bool serverEnabled = true;
public void OnEnable() {
server = new HttpListener();
server.Prefixes.Add("http://localhost:" + port + "/");
server.Start();
serverEnabled = true;
new Thread(ListenThread).Start();
}
private void ListenThread() {
while (serverEnabled) {
var context = server.GetContext();
new Thread(ResponseThread).Start(context);
}
}
private void ResponseThread(object obj) {
var context = (HttpListenerContext)obj;
// Debug.Log("request for " + context.Request.Url.AbsolutePath);
var res = context.Response;
res.StatusCode = 200;
var output = new StreamWriter(res.OutputStream);
Action sendSomeData = () => {
var str = "Lorem ipsum dolor sit amet.\n";
var count = 1024;
res.AddHeader("Content-length", (str.Length * count).ToString());
res.AddHeader("Content-type", "application/octet-stream");
for (int i = 0; i < count; i++) {
output.Write(str);
Thread.Sleep(1);
}
};
var path = context.Request.Url.AbsolutePath;
switch (path) {
case "/basicFile":
sendSomeData();
break;
case "/bigFile": {
var str = "Lorem ipsum dolor sit amet.\n";
long count = 1024 * 1024 * 100;
res.AddHeader("Content-length", (str.Length * count).ToString());
res.AddHeader("Content-type", "application/octet-stream");
//For speed, prep a buffer to bulk move from.
var strBytes = Encoding.ASCII.GetBytes(str);
var buf = new byte[1024 * strBytes.Length];
for (int i = 0; i < 1024; i++) Array.Copy(strBytes, 0, buf, i * strBytes.Length, strBytes.Length);
//Send data
for (int i = 0; i < count / 1024; i++) res.OutputStream.Write(buf, 0, buf.Length);
break;
}
case "/slowFile":
case "/slowPage": {
var str = "Lorem ipsum dolor sit amet.\n";
var count = 1024 * 1024;
res.AddHeader("Content-length", (str.Length * count).ToString());
res.AddHeader("Content-type", path == "/slowFile" ? "application/octet-stream" : "text/plain");
for (int i = 0; i < count; i++) {
output.Write(str);
Thread.Sleep(1);
}
break;
}
case "/textFile": {
res.AddHeader("Content-type", "text/plain");
for (int i = 0; i < 100; i++) output.Write("This is some text!\n");
break;
}
case "/textFileDownload": {
res.AddHeader("Content-type", "text/plain");
res.AddHeader("Content-Disposition", "attachment; filename=\"A Great Document Full of Text.txt\"");
for (int i = 0; i < 100; i++) output.Write("This is some text!\n");
break;
}
case "/ǝpoɔıun«ñämé»":
case "/%C7%9Dpo%C9%94%C4%B1un%C2%AB%C3%B1%C3%A4m%C3%A9%C2%BB":
sendSomeData();
break;
case "/redirectedFile":
res.StatusCode = 302;
res.AddHeader("Location", "/some/other/file/i/was/redirected/to/redirectedResult");
break;
case "/some/other/file/i/was/redirected/to/redirectedResult":
sendSomeData();
break;
default:
context.Response.StatusCode = 404;
output.Write("Not found");
break;
}
output.Close();
}
public void OnDisable() {
serverEnabled = false;
server.Stop();
}
}
}

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using System;
using System.Net;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
public class VRBrowserPanel : MonoBehaviour, INewWindowHandler {
public Browser contentBrowser, controlBrowser;
public Transform keyboardLocation;
public void Awake() {
//If the content browser is externally closed, make sure we go too.
var dd = contentBrowser.gameObject.AddComponent<DestroyDetector>();
dd.onDestroy += CloseBrowser;
contentBrowser.SetNewWindowHandler(Browser.NewWindowAction.NewBrowser, this);
contentBrowser.onLoad += data => controlBrowser.CallFunction("setURL", data["url"]);
controlBrowser.RegisterFunction("demoNavForward", args => contentBrowser.GoForward());
controlBrowser.RegisterFunction("demoNavBack", args => contentBrowser.GoBack());
controlBrowser.RegisterFunction("demoNavRefresh", args => contentBrowser.Reload());
controlBrowser.RegisterFunction("demoNavClose", args => CloseBrowser());
controlBrowser.RegisterFunction("goTo", args => contentBrowser.LoadURL(args[0], false));
VRMainControlPanel.instance.keyboard.onFocusChange += OnKeyboardOnOnFocusChange;
}
public void OnDestroy() {
VRMainControlPanel.instance.keyboard.onFocusChange -= OnKeyboardOnOnFocusChange;
}
private void OnKeyboardOnOnFocusChange(Browser browser, bool editable) {
if (!editable || !browser) VRMainControlPanel.instance.MoveKeyboardUnder(null);
else if (browser == contentBrowser || browser == controlBrowser) VRMainControlPanel.instance.MoveKeyboardUnder(this);
}
public void CloseBrowser() {
if (!this || !VRMainControlPanel.instance) return;
VRMainControlPanel.instance.DestroyPane(this);
}
public Browser CreateBrowser(Browser parent) {
var newPane = VRMainControlPanel.instance.OpenNewTab(this);
newPane.transform.position = transform.position;
newPane.transform.rotation = transform.rotation;
return newPane.contentBrowser;
}
}
internal class DestroyDetector : MonoBehaviour {
public event Action onDestroy = () => {};
public void OnDestroy() {
onDestroy();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace ZenFulcrum.EmbeddedBrowser {
/// <summary>
/// Handler class for doing open/close/move of browsers and the animations for such.
/// </summary>
public class VRMainControlPanel : MonoBehaviour {
public static VRMainControlPanel instance;
public GameObject browserPrefab;
public float moveSpeed = .01f;
public float height = 1.5f, radius = 2f;
public int browsersToFit = 8;
protected List<VRBrowserPanel> allBrowsers = new List<VRBrowserPanel>();
public ExternalKeyboard keyboard;
private Vector3 baseKeyboardScale;
public void Awake() {
instance = this;
var browser = GetComponent<Browser>();
browser.RegisterFunction("openNewTab", args => OpenNewTab());
browser.RegisterFunction("shiftTabs", args => ShiftTabs(args[0]));
baseKeyboardScale = keyboard.transform.localScale;
OpenNewTab();
}
private void ShiftTabs(int direction) {
allBrowsers = allBrowsers.Select((t, i) => allBrowsers[(i + direction + allBrowsers.Count) % allBrowsers.Count]).ToList();
}
public VRBrowserPanel OpenNewTab(VRBrowserPanel nextTo = null) {
var tabGO = Instantiate(browserPrefab);
var tab = tabGO.GetComponent<VRBrowserPanel>();
var insertIndex = -1;
if (nextTo) insertIndex = allBrowsers.FindIndex(x => x == nextTo);
if (insertIndex > 0) allBrowsers.Insert(insertIndex + 1, tab);
else allBrowsers.Insert(allBrowsers.Count / 2, tab);
tab.transform.position = transform.position;
tab.transform.rotation = transform.rotation;
tab.transform.localScale = Vector3.zero;
return tab;
}
private VRBrowserPanel keyboardTarget;
public void MoveKeyboardUnder(VRBrowserPanel panel) {
keyboardTarget = panel;
}
public void DestroyPane(VRBrowserPanel pane) {
StartCoroutine(_DestroyBrowser(pane));
}
private IEnumerator _DestroyBrowser(VRBrowserPanel pane) {
//drop the pane and destroy it
allBrowsers.Remove(pane);
if (!pane) yield break;
var targetPos = pane.transform.position;
targetPos.y = 0;
var t0 = Time.time;
while (Time.time < t0 + 3) {
if (!pane) yield break;
MoveToward(pane.transform, targetPos, pane.transform.rotation, Vector3.zero);
yield return null;
}
Destroy(pane.gameObject);
}
private void MoveToward(Transform t, Vector3 pos, Quaternion rot, Vector3 scale) {
t.position = Vector3.Lerp(t.position, pos, moveSpeed);
t.rotation = Quaternion.Slerp(t.rotation, rot, moveSpeed);
t.localScale = Vector3.Lerp(t.localScale, scale, moveSpeed);
}
public void Update() {
//animate all panes to their respective positions
var p = Mathf.Clamp01((allBrowsers.Count - 1) / (float)browsersToFit);
var radialAmount = Mathf.Lerp(0, 360, p);
var radialOffset = Mathf.Lerp(0, 180, p);
var countOffset = Mathf.Lerp(1, 0, p);
for (int i = 0; i < allBrowsers.Count; i++) {
var angle = i / (allBrowsers.Count - countOffset) * radialAmount - radialOffset;
if (i == 0 && allBrowsers.Count == 1) angle = radialAmount / 2f - radialOffset;
angle *= Mathf.Deg2Rad;
var pos = new Vector3(Mathf.Sin(angle) * radius, height, Mathf.Cos(angle) * radius);
var rotation = Quaternion.LookRotation(new Vector3(pos.x, 0, pos.z), Vector3.up);
MoveToward(allBrowsers[i].transform, pos, rotation, Vector3.one);
}
{
var pos = keyboardTarget ? keyboardTarget.keyboardLocation.position : Vector3.zero;
var rot = keyboardTarget ? keyboardTarget.keyboardLocation.rotation : Quaternion.LookRotation(Vector3.down, Vector3.forward);
var scale = keyboardTarget ? baseKeyboardScale : Vector3.zero;
MoveToward(keyboard.transform, pos, rot, scale);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_2017_2_OR_NEWER
using UnityEngine.XR;
#else
using UnityEngine.VR;
#endif
namespace ZenFulcrum.EmbeddedBrowser {
public class VRMode : MonoBehaviour {
public bool enableVR;
#if UNITY_2017_2_OR_NEWER
private bool oldState;
public void OnEnable() {
oldState = XRSettings.enabled;
XRSettings.enabled = enableVR;
if (XRSettings.enabled) {
//Debug.Log("VR system: " + XRSettings.loadedDeviceName + " device: " + XRDevice.model);
//Unity is drunk again. This time it likes to give us y=0=floor for OpenVR and y=0=standing height
//for Oculus SDK unless we call this:
XRDevice.SetTrackingSpaceType(TrackingSpaceType.RoomScale);
}
}
public void OnDisable() {
XRSettings.enabled = oldState;
}
#else
private bool oldState;
public void OnEnable() {
oldState = VRSettings.enabled;
VRSettings.enabled = enableVR;
}
public void OnDisable() {
VRSettings.enabled = oldState;
}
#endif
}
}

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