GMU:Critical VR Lab I/Yu-Ting, Lu: Difference between revisions

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'''Game structure and scripting'''
'''Game structure and scripting'''


There is a main controller in the game to control the timing and the shift of the phases. The time is controlled by both scripting and timeline. For the camera, a dome asset is attached to the RTS camera, to make the scene transformed into a dome shape. Because UI layer does not work in dome asset, all the UI are created with the form of 3D objects.
There is a main controller in the game to control the timing and the shift of the phases. The time is controlled by both scripting and timeline. When player1 can not find the egg crack, the timeline will lead to losing state in the game. However, if the egg crack is collected within 60 seconds, the script will direct the game to a winning state.
For the camera, a dome asset is attached to the RTS camera, to make the scene transformed into a dome shape. In phase one, when Player2 is adding ingredients, the movement control of the RTS camera is deactivated. When Player1 start playing, the movement control of the RTS camera then starts working. Because UI layer does not work in dome asset, all the UI are created with the form of 3D objects.