custom rt added for split-screen
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@@ -3,6 +3,7 @@ using FMODUnity;
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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using Unity.Barracuda;
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using UnityEngine;
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public class CameraManager : MonoBehaviour
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@@ -10,6 +11,7 @@ public class CameraManager : MonoBehaviour
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public static CameraManager _instance { get; private set; }
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private GameObject m_Brain;
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private GameObject m_BrainPose;
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private Camera m_Camera;
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@@ -49,7 +51,7 @@ public class CameraManager : MonoBehaviour
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[Header("Shader")]
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public Material m_HumanoidMaterial;
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public Color m_BackgroundColor;
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public GameObject m_PoseCanvas;
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private void Awake()
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{
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if(_instance != null)
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@@ -114,28 +116,39 @@ public class CameraManager : MonoBehaviour
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private void SetCullingMask()
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{
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m_Camera = m_Brain.GetComponent<Camera>();
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string currentTag = m_ActiveCamera.tag;
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switch (currentTag)
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{
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case "vc_Agent":
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m_Camera.cullingMask = m_Agent;
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m_PoseCanvas.SetActive(false);
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m_BrainPose.SetActive(false);
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m_Rewards.SetActive(true);
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break;
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case "vc_Body":
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m_Camera.cullingMask = m_Bodies;
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m_PoseCanvas.SetActive(false);
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m_BrainPose.SetActive(false);
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m_Rewards.SetActive(false);
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break;
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case "vc_Environment":
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m_Camera.cullingMask = m_Environment;
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m_PoseCanvas.SetActive(false);
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m_BrainPose.SetActive(false);
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m_Rewards.SetActive(false);
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break;
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case "vc_Actuations":
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m_Camera.cullingMask = m_Actuations;
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m_PoseCanvas.SetActive(false);
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m_BrainPose.SetActive(false);
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m_Rewards.SetActive(true);
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break;
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case "vc_Compare":
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m_BrainPose.SetActive(true);
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m_Camera.cullingMask = m_Compare;
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m_PoseCanvas.SetActive(true);
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m_Rewards.SetActive(true);
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break;
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}
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@@ -212,7 +225,7 @@ public class CameraManager : MonoBehaviour
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if (AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Body")
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|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Environment") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Body") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Body")
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|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Environment") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Actuations") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Compare")
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|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Compare", "vc_Compare") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Compare") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Compare"))
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|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Compare", "vc_Compare") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Compare") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Compare") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Agent", "vc_Compare"))
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blendtime = 0;
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cmBrain.m_DefaultBlend.m_Time = blendtime;
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@@ -252,6 +265,8 @@ public class CameraManager : MonoBehaviour
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try
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{
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m_Brain = GameObject.Find("CM Brain");
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m_BrainPose = GameObject.Find("CM Brain Compare");
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m_BrainPose.SetActive(false);
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// Set dissapear color same as sky color
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m_Brain.GetComponent<Camera>().backgroundColor = m_BackgroundColor;
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Debug.Log(m_BackgroundColor);
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