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ramiam

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About ramiam

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  • Birthday 09/11/1989

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    Bradford

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  1. sorry I forgot to send you now I'm ready
  2. all error from a text editor 7 =============================================================== if (m_FocusedTextField != null) { GUI.FocusControl(m_FocusedTextField.name); TextEditor te = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl); if (te.content.text != m_FocusedTextField.TextFieldText) te.content.text = m_FocusedTextField.TextFieldText; if (te != null) { if (m_FocusChanged) //if the focus has changed, we make sure that caret is at the end of the field { if (te.pos != m_FocusedTextField.TextFieldText.Length) te.pos = m_FocusedTextField.TextFieldText.Length; else m_FocusChanged = false; } else if (m_LastCaretPos != te.pos || m_TextChanged) { m_TextChanged = false; Vector3 newCaretPos; float newCaretHeight; if (m_FocusedTextField.GetCaretPositionAndHeight(te.pos, out newCaretPos, out newCaretHeight)) { m_CaretRect.x = newCaretPos.x; m_CaretRect.y = newCaretPos.y - newCaretHeight/2; m_CaretRect.height = newCaretHeight; ShowCaret(); m_LastCaretPos = te.pos; } } te.selectPos = te.pos; //this will disable selection of text (using shift+arrow keys) } SimulateTextField(); DrawCaret(); } else GUI.FocusControl(null); }
  3. Hi all anyone know how to work this after import I have 17 error can u help me I'm using unity 5.5 and this peak build on v unity 4.6 https://www.assetstore.unity3d.com/en/#!/content/40087
  4. after update unity 5 to unity 5.5 i have a lot of error on TextEditor
  5. I can translate your game in Arabic
  6. yes error is go
  7. not working
  8. public void GetInCover(CoverPosition cover) { float disFromPos1 = Vector3.Distance(transform.position, cover.pos1.position); coverPercentage = disFromPos1 / cover.length; Vector3 dir = cover.pos2.position - cover.pos1.position; dir.Normalize(); Vector3 taretpos = (dir * disFromPos1) + cover.pos1.position; StartCoroutine(LerpToCoverPositionPercentage(targetPos)); coverPos = cover; inCover = true; } IEnumerator LerpToCoverPositionPercentage (Vector3 targetPos) { Vector3 startingpos = transform.position; Vector3 tPos = targetPos; targetPos.y = transform.position.y; float t = 0; while(t<1) { t += Time.deltaTime * 5; transform.position = Vector3.Lerp(startingpos, tPos, t); yield return null; } }
  9. Hi am Rami 

    30 % code

     

  10. yes
  11. am use this animation https://www.assetstore.unity3d.com/en/#!/content/21925
  12. yes my camera it's not good am try right the script again
  13. IK not working and no error my code >>>> ######################################### using System.Collections; using System.Collections.Generic; using UnityEngine; public class IkHand : MonoBehaviour { Animator anim; StatsManeger states; public float lookWeight = 1; public float bodyWeight = 0.8f; public float headweight = 1; public float clampweight = 1; float targetweight; public Transform weponHoleder; public Transform rightShoulder; public Transform overridLookTarget; public Transform rightHundITarget; public float rightHandIKweight; public Transform leftHandIKTarget; public float LeftHandIKweight; Transform aimHHelper; // Use this for initialization void Start () { aimHHelper = new GameObject().transform; anim = GetComponent<Animator>(); states = GetComponent<StatsManeger>(); } // Update is called once per frame void FixedUpdate () { if(rightShoulder==null ) { rightShoulder = anim.GetBoneTransform(HumanBodyBones.RightShoulder); } else { weponHoleder.position = rightShoulder.position; } if(states.aiming&&!states.reloading) { Vector3 drirctionTowardsTarget = aimHHelper.position - transform.position; float angle = Vector3.Angle(transform.forward, drirctionTowardsTarget); if(angle<90) { targetweight = 1; } else { targetweight = 0; } } else { targetweight = 0; } float mltiplier = (states.aiming)?5:30; lookWeight = Mathf.Lerp(lookWeight, targetweight, Time.deltaTime * mltiplier); rightHandIKweight = lookWeight; LeftHandIKweight = 1 - anim.GetFloat("Curve22"); HandleShoulderRotation(); } void HandleShoulderRotation() { aimHHelper.position = Vector3.Lerp(aimHHelper.position, states.lookHitPosition, Time.deltaTime * 5); weponHoleder.LookAt(aimHHelper.position); rightHundITarget.parent.transform.LookAt(aimHHelper.position); } void OnAinmatorIK() { anim.SetLookAtWeight (lookWeight, bodyWeight, headweight , headweight, clampweight); Vector3 filterDirection = states.lookPosition ; anim.SetLookAtPosition( (overridLookTarget != null)? overridLookTarget.position:filterDirection ); if(leftHandIKTarget ) { anim.SetIKPositionWeight(AvatarIKGoal.LeftHand, LeftHandIKweight); anim.SetIKPosition(AvatarIKGoal.LeftHand, leftHandIKTarget.position); anim.SetIKRotationWeight(AvatarIKGoal.LeftHand, LeftHandIKweight); anim.SetIKRotation(AvatarIKGoal.LeftHand, leftHandIKTarget.rotation); } if (rightHundITarget) { anim.SetIKPositionWeight(AvatarIKGoal.RightHand, rightHandIKweight); anim.SetIKPosition(AvatarIKGoal.RightHand, rightHundITarget.position); anim.SetIKRotationWeight(AvatarIKGoal.RightHand, rightHandIKweight); anim.SetIKRotation(AvatarIKGoal.RightHand, rightHundITarget.rotation); } } }
  14. that right it's working