Beispiel #1
0
 //Called once per frame, polls for inputs of all kinds
 void Update()
 {
     delay_timer += 1;
     //Quit with Q
     if (Input.GetKeyDown(KeyCode.Q))
     {
         print(":)");
         System.Diagnostics.Process.GetCurrentProcess().Kill();
     }
     //Option Selection Keys
     if (Input.GetKeyDown(KeyCode.A))
     {
         Selector.prev_option();
     }
     if (Input.GetKeyDown(KeyCode.D))
     {
         Selector.next_option();
     }
     //Manual Click Key - DON'T DO THIS ON THE GAMEPLAY SCREEN - LEADS TO WEIRD BEHAVIOR
     if (Input.GetKeyDown(KeyCode.S) && SceneManager.GetActiveScene().name != "Gameplay")
     {
         Manual_Click.click();
     }
     //Color Changing Keys
     if (Input.GetKeyDown(KeyCode.J))
     {
         ColorChange.ChangeColor(0);
     }
     if (Input.GetKeyDown(KeyCode.K))
     {
         ColorChange.ChangeColor(1);
     }
     if (Input.GetKeyDown(KeyCode.L))
     {
         ColorChange.ChangeColor(2);
     }
     //Fuel and Angle Controllers
     if (Input.GetKey(KeyCode.F))
     {
         GameState.select_fuel();
     }
     else
     {
         GameState.unselect_fuel();
     }
     if (Input.GetKey(KeyCode.G))
     {
         GameState.select_angle();
     }
     else
     {
         GameState.unselect_angle();
     }
 }
Beispiel #2
0
 //This function handles the mapping of different Arduino inputs,
 //noted as arg.Value, into actual function calls for different parts
 //of the game.
 private void Serial_OnButtonPressed(object sender, ArduinoEventArg arg)
 {
     if (delay_timer >= 2)
     {
         //Left Arrow
         if (arg.Value == 1)
         {
             UnityMainThreadDispatcher.Instance().Enqueue(() => Selector.prev_option());
             delay_timer = 0;
         }
         //Launch-OK Button
         if (arg.Value == 0)
         {
             UnityMainThreadDispatcher.Instance().Enqueue(() => {
                 //If on the gameplay screen, this button acts as the ENTER key
                 if (SceneManager.GetActiveScene().name == "Gameplay")
                 {
                     InputSimulator.SimulateKeyPress(VirtualKeyCode.RETURN);
                 }
                 //Otherwise it acts as a mouse click
                 else
                 {
                     Manual_Click.click();
                 }
             });
             delay_timer = 0;
         }
         //Right Arrow
         if (arg.Value == 2)
         {
             UnityMainThreadDispatcher.Instance().Enqueue(() => Selector.next_option());
             delay_timer = 0;
         }
         //Red Rutton
         if (arg.Value == 3)
         {
             UnityMainThreadDispatcher.Instance().Enqueue(() => InputSimulator.SimulateKeyPress(VirtualKeyCode.VK_J));
             delay_timer = 0;
         }
         //Green Button
         if (arg.Value == 4)
         {
             UnityMainThreadDispatcher.Instance().Enqueue(() => InputSimulator.SimulateKeyPress(VirtualKeyCode.VK_K));
             delay_timer = 0;
         }
         //Blue Button
         if (arg.Value == 5)
         {
             UnityMainThreadDispatcher.Instance().Enqueue(() => InputSimulator.SimulateKeyPress(VirtualKeyCode.VK_L));
             delay_timer = 0;
         }
     }
 }
    //Go to the next scene
    public void NextScene()
    {
        //Play the bleeping between screens
        if (audio1 != null)
        {
            audio1.Play();
        }
        float fadeTime = BeginFade(1);

        System.Threading.Thread.Sleep(Mathf.CeilToInt(fadeTime));
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
        Manual_Click.reset();
        changeMusic();
    }
Beispiel #4
0
 // Update is called once per frame
 void Update()
 {
     //If the option is not selected, it should be the default width and height
     if (Selector.get_option() != selection)
     {
         gameObject.GetComponent <RectTransform> ().sizeDelta = new Vector2(default_width, default_height);
         flag = 0;
         //If the option is selected, it should increase in size by 100 each, but only once
     }
     else if (Selector.get_option() == selection && flag == 0)
     {
         gameObject.GetComponent <RectTransform> ().sizeDelta = new Vector2(default_width + 100, default_height + 100);
         Manual_Click.set_name("Button" + selection.ToString());
         flag = 1;
     }
 }