Inheritance: MonoBehaviour
Beispiel #1
0
    public void OnClick()
    {
        PuzzleLogic.ResetPuzzle();

        _distance       = RaycastController.GetDistanceToCamera(RaycastController.HitInfo.point);
        _grabLocalPos   = transform.InverseTransformPoint(RaycastController.HitInfo.point);
        _isManipulating = true;

        UIController.ClickManipulatable();
    }
Beispiel #2
0
        private void SetupThePuzzleGridStructure()
        {
            _puzzleLogic = new PuzzleLogic(_numRows);

            // Define rows and columns in the Grid
            for (int row = 0; row < _numRows; row++)
            {
                RowDefinition r = new RowDefinition();
                r.Height = GridLength.Auto;
                this.RowDefinitions.Add(r);

                ColumnDefinition c = new ColumnDefinition();
                c.Width = GridLength.Auto;
                this.ColumnDefinitions.Add(c);
            }

            Style buttonStyle = (Style)this.Resources["PuzzleButtonStyle"];

            // Now add the buttons in
            int i = 1;

            for (int row = 0; row < _numRows; row++)
            {
                for (int col = 0; col < _numRows; col++)
                {
                    // lower right cell is empty
                    if (_numRows != 1 && row == _numRows - 1 && col == _numRows - 1)
                    {
                        continue;
                    }
                    KinectTileButton b = new KinectTileButton();
                    b.FontSize = 24;

                    // Styling comes in only here...
                    if (_styling)
                    {
                        b.Style = buttonStyle;
                    }

                    b.SetValue(Grid.RowProperty, row);
                    b.SetValue(Grid.ColumnProperty, col);
                    b.Content = i.ToString();
                    i++;
                    this.Children.Add(b);
                }
            }
        }
Beispiel #3
0
        public void StartGame()
        {
            gamePanel.gameObject.SetActive(true);
            size        = INIT_SIZE + openedDoors / INIT_SIZE;
            showTip     = false;
            currentTime = 0;
            gameOverPanel.SetActive(false);
            tipImage.gameObject.SetActive(false);
            logic = new PuzzleLogic(size);

            InitPictures();

            logic.Start();

            for (int i = 0; i < size * size * 30; i++)
            {
                logic.ShiftRandom();
            }
            Refresh();
        }
Beispiel #4
0
        private void SetupTheGazeAugmentedPuzzleGridStructure()
        {
            //*** SET UP THE PUZZLE ***

            //define the row, column the button will appear in and the button style

            //create an instance of puzzleLogic
            _puzzleLogic = new PuzzleLogic(_numRows);

            // Define rows and columns in the Grid
            for (int row = 0; row < _numRows; row++)
            {
                RowDefinition r = new RowDefinition();
                r.Height = GridLength.Auto;
                this.RowDefinitions.Add(r);


                ColumnDefinition c = new ColumnDefinition();
                c.Width = GridLength.Auto;
                this.ColumnDefinitions.Add(c);
            }

            // Now add the buttons
            switch (_ConfigType)
            {
            case "T":
            {
                TrialConfig();
            } break;

            case "A":
            {
                AConfig();
            } break;

            case "B":
            {
                BConfig();
            } break;
            }
        }
        private void SetupTheDwellTimePuzzleGridStructure()
        {
            //*** SET UP THE PUZZLE ***

            //define the row, column the button will appear in and the button style

            //create an instance of puzzleLogic
            _puzzleLogic = new PuzzleLogic(_numRows);

            // Define rows and columns in the Grid
            for (int row = 0; row < _numRows; row++)
            {
                RowDefinition r = new RowDefinition();
                r.Height = GridLength.Auto;
                this.RowDefinitions.Add(r);

                ColumnDefinition c = new ColumnDefinition();
                c.Width = GridLength.Auto;
                this.ColumnDefinitions.Add(c);
            }

            // Now add the buttons
            switch (_ConfigType)
            {
                case "T":
                    {
                        TrialConfig();
                    } break;
                case "A":
                    {
                        AConfig();
                    } break;
                case "B":
                    {
                        BConfig();
                    } break;
            }
        }