GetButton() public method

Returns true if "button" is currently down.
public GetButton ( PSMoveButton b ) : bool
b PSMoveButton
return bool
Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (controller == null)
        {
            return;
        }

        // to switch node type, press all buttons while holding trigger
        // to turn an attacker on/off, press all buttons without trigger

        if ((controller.GetButton(PSMoveButton.Square) && controller.GetButton(PSMoveButton.Circle) && controller.GetButton(PSMoveButton.Cross) && controller.GetButton(PSMoveButton.Square)) &&
            (controller.GetButtonDown(PSMoveButton.Square) || controller.GetButtonDown(PSMoveButton.Circle) || controller.GetButtonDown(PSMoveButton.Cross) || controller.GetButtonDown(PSMoveButton.Square))
            )
        {
            if (controller.Trigger > 0.5f)
            {
                if (type == 1)
                {
                    type = 2;
                    PlayerPrefs.SetInt(controller.Serial + "Type", 2);
                }
                else
                {
                    type = 1;
                    PlayerPrefs.SetInt(controller.Serial + "Type", 1);
                }
            }
            else
            {
                active = !active;
            }
            ResetLEDAndRumble();
        }

//		if ( calibrationAllowed ) {
//			// Button presses
//			if ( controller.GetButtonDown(PSMoveButton.Circle) ) {
//				if ( !calibrating ) {
//					calibrating = true;
//					calibratingXMax = -2048;
//					calibratingXMin = 2048;
//					calibratingYMax = -2048;
//					calibratingYMin = 2048;
//					calibratingZMax = -2048;
//					calibratingZMin = 2048;
//				}
//				else {
//					calibrating = false;
//					PlayerPrefs.SetInt(controller.Serial + "Calibrated", 1);
//					PlayerPrefs.SetFloat(controller.Serial + "XMax", calibratingXMax);
//					PlayerPrefs.SetFloat(controller.Serial + "XMin", calibratingXMin);
//					PlayerPrefs.SetFloat(controller.Serial + "YMax", calibratingYMax);
//					PlayerPrefs.SetFloat(controller.Serial + "YMin", calibratingYMin);
//					PlayerPrefs.SetFloat(controller.Serial + "ZMax", calibratingZMax);
//					PlayerPrefs.SetFloat(controller.Serial + "ZMin", calibratingZMin);
//					LoadCalibration();
//					ResetLEDAndRumble();
//				}
//			}

        // accelerometer test
//			if ( !calibrating && (controller.Acceleration-lastAccel).magnitude > Game.Instance.attackAccelThreshold )  {
//				SetLED(Color.cyan);
//				SetLED(Color.black, 1f);
//			}

//		}

        mx = controller.Magnetometer.x;
        my = controller.Magnetometer.y;
        mz = controller.Magnetometer.z;
//		Debug.Log (mx.ToString() + " " + my.ToString() + " " + mz.ToString());

        if (inGame)
        {
            float d = type == 1 ? Game.Instance.magnetThresholdTarget : Game.Instance.magnetThresholdAttacker;
            if ((mx != 0 || my != 0 || mz != 0) && (mx < mxMin - d || mx > mxMax + d || my < myMin - d || my > myMax + d || mz < mzMin - d || mz > mzMax + d))
            {
//					alive = false;
//					SetLED(DEADCOLOR);
//					SetRumble(0);
                HitEvent(this);
            }
        }

//		if ( calibrating ) {
//			if ( mx > calibratingXMax ) calibratingXMax = mx;
//			if ( mx < calibratingXMin ) calibratingXMin = mx;
//			if ( my > calibratingYMax ) calibratingYMax = my;
//			if ( my < calibratingYMin ) calibratingYMin = my;
//			if ( mz > calibratingZMax ) calibratingZMax = mz;
//			if ( mz < calibratingZMin ) calibratingZMin = mz;
//			float target = 360;
//			float px = Math.Min(1, ( calibratingXMax - calibratingXMin ) / target);
//			float py = Math.Min(1, ( calibratingYMax - calibratingYMin ) / target);
//			float pz = Math.Min(1, ( calibratingZMax - calibratingZMin ) / target);
//			Debug.Log(px.ToString() + " " + py.ToString() + " " + pz.ToString());
//			float p = Mathf.Min(px, Mathf.Min(py, pz));
//			p = Mathf.Pow(p, 4f); // skew color curve
//			SetLED(new Color(1-p, p, 0));
//		}

        if (mx == 0 && my == 0 && mz == 0)
        {
            ResetLEDAndRumble();
            SetLED(Color.red);
            lostConnection = true;
        }
        else if (lostConnection)
        {
            lostConnection = false;
            ResetLEDAndRumble();
        }



//		lastAccel = controller.Acceleration;

        // DEBUG
        //		if ( hasBall ) {
        //			Debug.Log(controller.Orientation.eulerAngles);
        //			Debug.Log((controller.Orientation.eulerAngles - startOrientation));
        //			Debug.Log((controller.Orientation.eulerAngles - startOrientation).magnitude);
        //		}
        //		if ( Game.Instance.HoldingPlayer != null && Game.Instance.HoldingPlayer != this ) {
        //			Debug.Log (Game.Instance.HoldingPlayer.GetOrientationDifference(this));
        //		}

//		float D = Game.Instance.magnetThreshold;
//		Debug.Log(mx.ToString() + " " + my.ToString() + " " + mz.ToString() + " / " + mxMin.ToString()+"-"+mxMax.ToString() + " " + myMin.ToString()+"-"+myMax.ToString() + " " + mzMin.ToString()+"-"+mzMax.ToString());
//		if ( (mx!=0 || my!=0 || mz!=0 ) && ( mx < mxMin-D || mx > mxMax+D || my < myMin-D || my > myMax+D || mz < mzMin-D || mz > mzMax+D ) ) {
//			SetLED(Color.red);
//			GameObject.FindObjectOfType<AudioSource>().PlayOneShot(GameObject.FindObjectOfType<Game>().nodeHitSound);
//		} else {
//			SetLED(Color.green);
//		}
    }