private void PollForButtonInput() { if (Input.GetButtonDown("Start")) { //TODO: this is where we can go to reset the game or maybe even close it out and go back to the app selection screen } if (Input.GetKeyDown(JoystickButtonMaps.left.ToString()) || Input.GetKeyDown(JoystickButtonMaps.a.ToString())) { //TODO: set up the move cursor to the left print("BACK"); circuitGridControlScript.MoveCursor(JoystickButtonMaps.left); } if (Input.GetKeyDown(JoystickButtonMaps.right.ToString()) || Input.GetKeyDown(JoystickButtonMaps.d.ToString())) { //TODO: setup the move cursor to the right print("FORWARD"); circuitGridControlScript.MoveCursor(JoystickButtonMaps.right); } ArcadeButtonGates gateButtonPressed = arcadeButtonInput.isButtonPressed(); if (gateButtonPressed != ArcadeButtonGates.None) { // print("what is gate buton " + gateButtonPressed); PressedGate(gateButtonPressed); } if (Input.GetKey("escape")) { Application.Quit(); } }
private void PollForButtonInput() { if (Input.GetButtonDown("Start")) { //the game or maybe even close it out and go back to the app selection screen startButtonPressCount = Time.time; print("Start button press " + startButtonPressCount); } if (Input.GetButtonDown("Menu")) { print("QUIT APP!!"); System.Diagnostics.Process.Start("osascript", "-e 'tell application \"Quantum Arcade\" to activate'"); Application.Quit(); } if (Input.GetKeyDown(JoystickButtonMaps.left.ToString()) || Input.GetKeyDown(JoystickButtonMaps.a.ToString())) { //TODO: set up the move cursor to the left //print("BACK"); circuitGridControlScript.MoveCursor(JoystickButtonMaps.left); } if (Input.GetKeyDown(JoystickButtonMaps.right.ToString()) || Input.GetKeyDown(JoystickButtonMaps.d.ToString())) { //TODO: setup the move cursor to the right //print("FORWARD"); circuitGridControlScript.MoveCursor(JoystickButtonMaps.right); } ArcadeButtonGates gateButtonPressed = arcadeButtonInput.isButtonPressed(); if (gateButtonPressed != ArcadeButtonGates.None) { // print("what is gate buton " + gateButtonPressed); PressedGate(gateButtonPressed); } if (Input.GetButtonUp("Start")) { startButtonPressCount = Math.Abs(Time.time - startButtonPressCount); print("time down " + startButtonPressCount); if (startButtonPressCount >= 3.0f) { print("QUIT APP!!"); startButtonPressCount = 0f; System.Diagnostics.Process.Start("osascript", "-e 'tell application \"AppMenu\" to activate'"); Application.Quit(); } startButtonPressCount = 0f; } if (Input.GetKey("escape")) { Application.Quit(); } }
public void ButtonPressed(ArcadeButtonGates gate) { //we have to know which button was pressed, so use the Gate Enums //public enum ArcadeButtonGates { None, iz, zi, ih, hi, ix, xi, cz }; string gateName = gate.ToString(); string urlString = API_URL + "pressed?gate=" + gateName; // print("reaching out to tell the arcacde controls to go " + urlString); StartCoroutine(GetRequest(urlString)); }
public void PressedGate(ArcadeButtonGates gateName) { //NOTE: my next step is to implement this //arcadeButtonController.ButtonPressed(gateName); switch (gateName) { case ArcadeButtonGates.xi: print("XI"); circuitGridControlScript.AddGate(gateName); break; case ArcadeButtonGates.hi: print("HI"); circuitGridControlScript.AddGate(gateName); break; default: print("we no use these yet"); break; } }
public void PressedGate(ArcadeButtonGates gateName) { //NOTE: animate when the button is pressed arcadeAPIController.ButtonPressed(gateName); switch (gateName) { case ArcadeButtonGates.xi: print("XI"); circuitGridControlScript.AddGate(gateName); break; case ArcadeButtonGates.hi: print("HI"); circuitGridControlScript.AddGate(gateName); break; default: print("we no use these yet"); break; } }
public void AddGate(ArcadeButtonGates gate) { // Extract column number and row number from name var index = Regex.Matches(selectedGate.name, @"\d+").OfType <Match>().Select(m => int.Parse(m.Value)).ToArray(); selectedColNum = index[0]; selectedRowNum = index[1]; selectedIndex = selectedColNum * circuitDepth + selectedRowNum; selectedGate = GameObject.Find("gate[" + selectedColNum + "][" + selectedRowNum + "]"); cursor.transform.position = selectedGate.transform.position; if (gate == ArcadeButtonGates.xi) { updateCircuit = true; if (gateArray[selectedIndex] == "X") { gateArray[selectedIndex] = "I"; } else { gateArray[selectedIndex] = "X"; } } if (gate == ArcadeButtonGates.hi) { updateCircuit = true; if (gateArray[selectedIndex] == "H") { gateArray[selectedIndex] = "I"; } else { gateArray[selectedIndex] = "H"; } } UpdateCircuit(); }