using System; using System.Collections; using UnityEngine; public class DebugVRStartup : MonoBehaviour { public bool IsReady { get { return DebugVRStartup.m_bReady; } } private void Awake() { DebugVRStartup.m_bReady = false; DebugVRStartup.m_bReady = true; this.EnableObjects(); } private void EnableObjects() { if (this.m_bForceCamPos) { GameMain.Instance.MainCamera.SetPos(new Vector3(0f, 1.7f, 0f)); } if (this.m_bForceFadeIn) { GameMain.Instance.MainCamera.FadeIn(1f, false, null, true, true, default(Color)); } if (this.m_goEnableObject != null) { this.m_goEnableObject.SetActive(true); } for (int i = 0; i < this.m_aryEnableObjects.Length; i++) { this.m_aryEnableObjects[i].SetActive(true); } } private IEnumerator CoWaitOvrLoad() { Debug.Log(Time.frameCount); float fTimeBef = Time.realtimeSinceStartup; while (GameMain.Instance.OvrMgr == null || !GameMain.Instance.IsVRDeviceReady) { yield return null; if (Time.realtimeSinceStartup - fTimeBef > 6f) { NDebug.Assert("DebugVRStartup Time Out!:VRデバイスを認識できませんでした。", false); } } DebugVRStartup.m_bReady = true; this.EnableObjects(); yield break; } public GameObject m_goEnableObject; public GameObject[] m_aryEnableObjects; [Header("強制フェードイン(リリース時も有効)")] public bool m_bForceFadeIn; [Header("強制カメラ位置 0.0f, 1.7f, 0.0f (リリース時も有効)")] public bool m_bForceCamPos = true; public static bool m_bReady; }