/// <summary>
 /// Raises the enable event when LoadCommand is loaded.
 /// </summary>
 public void OnEnable()
 {
     OCLogger.Fine(gameObject.name + " is enabled.");
 }
 /// <summary>
 /// Update is called once per frame.
 /// </summary>
 public void Update()
 {
     OCLogger.Fine(gameObject.name + " is updated.");
 }
 /// <summary>
 /// Reset this instance to its default values.
 /// </summary>
 public void Reset()
 {
     Uninitialize();
     Initialize();
     OCLogger.Fine(gameObject.name + " is reset.");
 }
Ejemplo n.º 4
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 /// <summary>
 /// Raises the destroy event when Console is about to be destroyed.
 /// </summary>
 public void OnDestroy()
 {
     Uninitialize();
     OCLogger.Fine(gameObject.name + " is about to be destroyed.");
 }
 /// <summary>
 /// Use this for initialization
 /// </summary>
 public new void Start()
 {
     base.Start();
     OCLogger.Fine(gameObject.name + " is started.");
 }
Ejemplo n.º 6
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        /// <summary>
        /// Update is called once per frame.
        /// </summary>
        public void Update()
        {
            _panelHeight = Screen.height * 0.30f;

            if (Input.GetKeyDown(KeyCode.BackQuote))
            {
                // If the window is already visible and isn't disappearing...
                if (_isShown && _movementState != Movement.DISAPPEARING)
                {
                    CloseChatWindow();
                    _player.GetComponent <OCInputController>().enabled = true;
                    _player.GetComponent <OCCharacterMotor>().enabled  = true;
                    _player.GetComponent <MouseLook>().enabled         = true;
                }
                else
                {
                    _isShown = true;
                    _player.GetComponent <OCInputController>().enabled = false;
                    _player.GetComponent <OCCharacterMotor>().enabled  = false;
                    _player.GetComponent <MouseLook>().enabled         = false;

                    _movementState = Movement.APPEARING;
                }
            }

            // Below this line is only relevent when console is active
            if (!this.IsActive())
            {
                return;
            }

            if (Input.GetKeyDown(KeyCode.Return) &&
                _currentInput.Length > 0)
            {     // &&
                // GUI.GetNameOfFocusedControl() == "CommandArea")
                this.ProcessConsoleLine(_currentInput);
                _currentInput        = "";   // blank input field
                _inputHistoryCurrent = null; // reset current position in input history
            }
            // Implement input history using up/down arrow
            if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                if (_inputHistoryCurrent == null)
                {
                    // TODO save current output so that we can push down to restore
                    // previously written text
                    _inputHistoryCurrent = _inputHistory.First;
                }
                else
                if (_inputHistoryCurrent.Next != null)
                {
                    _inputHistoryCurrent = _inputHistoryCurrent.Next;
                }
                if (_inputHistoryCurrent != null)
                {
                    _currentInput = _inputHistoryCurrent.Value;
                }
            }
            else
            if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                if (_inputHistoryCurrent != null && _inputHistoryCurrent.Previous != null)
                {
                    _inputHistoryCurrent = _inputHistoryCurrent.Previous;
                }
                if (_inputHistoryCurrent != null)
                {
                    _currentInput = _inputHistoryCurrent.Value;
                }
            }
            if (_isShown)
            {
                //_inputController.SetCharacterControl(false);
            }

            OCLogger.Fine(gameObject.name + " is updated.");
        }
Ejemplo n.º 7
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 /// <summary>
 /// Raises the disable event when Console goes out of scope.
 /// </summary>
 public void OnDisable()
 {
     OCLogger.Fine(gameObject.name + " is disabled.");
 }
Ejemplo n.º 8
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        /// <summary>
        /// Update is called once per frame.
        /// </summary>
        public void Update()
        {
            if (UnityEngine.Screen.showCursor)
            {
                return;
            }

            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.LeftControl))
            {
                Vector3i?point = GetCursor(false);
                if (point.HasValue)
                {
                    byte sun   = _map.GetSunLightmap().GetLight(point.Value);
                    byte light = _map.GetLightmap().GetLight(point.Value);
                    OCLogger.Info("Sun " + " " + sun + "  Light " + light);
                }
            }

            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.RightControl))
            {
                Vector3i?point = GetCursor(true);
                if (point.HasValue)
                {
                    byte sun   = _map.GetSunLightmap().GetLight(point.Value);
                    byte light = _map.GetLightmap().GetLight(point.Value);
                    OCLogger.Info("Sun " + sun + "  Light " + light);
                }
            }

            if (UnityEngine.Input.GetMouseButtonDown(0))
            {
                Vector3i?point = GetCursor(true);
                if (point.HasValue)
                {
                    _map.SetBlockAndRecompute(new OpenCog.Map.OCBlockData(), point.Value);
                }
            }

            if (UnityEngine.Input.GetMouseButtonDown(1))
            {
                Vector3i?point = GetCursor(false);
                if (point.HasValue)
                {
                    bool empty = !BlockCharacterCollision.GetContactBlockCharacter(point.Value, transform.position, gameObject.GetComponent <CharacterController>()).HasValue;
                    if (empty)
                    {
                        OpenCog.Map.OCBlockData block = new OpenCog.Map.OCBlockData(_selectedBlock, OpenCog.Utility.VectorUtil.Vector3ToVector3i(point.Value));
                        block.SetDirection(GetDirection(-transform.forward));
                        _map.SetBlockAndRecompute(block, point.Value);
                    }
                }
            }

            Vector3i?cursor = GetCursor(true);

            _cursor.SetActive(cursor.HasValue);
            if (cursor.HasValue)
            {
                _cursor.transform.position = cursor.Value;
            }
            OCLogger.Fine(gameObject.name + " is updated.");
        }
Ejemplo n.º 9
0
        //---------------------------------------------------------------------------

        #endregion

        //---------------------------------------------------------------------------

        #region Public Member Functions

        //---------------------------------------------------------------------------

        /// <summary>
        /// Called when the script instance is being loaded.
        /// </summary>
        public void Awake()
        {
            Initialize();
            OCLogger.Fine(gameObject.name + " is awake.");
        }
        /// <summary>
        /// Update is called once per frame.
        /// </summary>
        public void Update()
        {
            _reticuleTexture.pixelInset = new Rect(Screen.width / 2, Screen.height / 2, 16, 16);

            OCLogger.Fine(gameObject.name + " is updated.");
        }
Ejemplo n.º 11
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 /// <summary>
 /// Use this for initialization
 /// </summary>
 public void Start()
 {
     OCLogger.Fine(gameObject.name + " is started.");
 }
Ejemplo n.º 12
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        /// <summary>
        /// Update is called once per frame.
        /// </summary>
        public void Update()
        {
            if (UnityEngine.Screen.showCursor)
            {
                return;
            }

            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.LeftControl))
            {
                Vector3i?point = GetCursor(false);
                if (point.HasValue)
                {
                    byte sun   = _map.GetSunLightmap().GetLight(point.Value);
                    byte light = _map.GetLightmap().GetLight(point.Value);
                    OCLogger.Info("Sun " + " " + sun + "  Light " + light);
                }
            }

            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.RightControl))
            {
                Vector3i?point = GetCursor(true);
                if (point.HasValue)
                {
                    byte sun   = _map.GetSunLightmap().GetLight(point.Value);
                    byte light = _map.GetLightmap().GetLight(point.Value);
                    OCLogger.Info("Sun " + sun + "  Light " + light);
                }
            }

            if (UnityEngine.Input.GetMouseButtonDown(0))
            {
                Vector3i?point = GetCursor(true);
                if (point.HasValue)
                {
//				Vector3i above = point.Value;
//				above.y += 1;
//				OCBlockData blockAbove = _map.GetBlock(above);
//				OCBlockData blockData = _map.GetBlock (point.Value);
//				if(blockAbove.IsEmpty() && !blockData.IsEmpty())
//				{
//					_map.SetBlockAndRecompute(blockData, above);
//					_map.SetBlockAndRecompute(OCBlockData.CreateInstance<OCBlockData>().Init(null, point.Value), point.Value);
//				}
//				else
                    _map.SetBlockAndRecompute(OCBlockData.CreateInstance <OCBlockData>().Init(null, point.Value), point.Value);
                }
            }

            if (UnityEngine.Input.GetMouseButtonDown(1))
            {
                Vector3i?point = GetCursor(false);
                if (point.HasValue)
                {
                    bool empty = !BlockCharacterCollision.GetContactBlockCharacter(point.Value, transform.position, gameObject.GetComponent <CharacterController>()).HasValue;
                    if (empty)
                    {
                        OpenCog.Map.OCBlockData block = OCBlockData.CreateInstance <OCBlockData>().Init(_selectedBlock, OpenCog.Utility.VectorUtil.Vector3ToVector3i(point.Value));
                        block.SetDirection(GetDirection(-transform.forward));
                        _map.SetBlockAndRecompute(block, point.Value);

                        OCGoalController[] goalControllers = (OCGoalController[])GameObject.FindObjectsOfType(typeof(OCGoalController));

                        foreach (OCGoalController goalController in goalControllers)
                        {
                            if (goalController.GoalBlockType == _selectedBlock)
                            {
                                Vector3 sourcePos      = goalController.gameObject.transform.position;
                                Vector3 oldDistanceVec = ((Vector3)goalController.GoalBlockPos) - sourcePos;
                                Vector3 newDistanceVec = point.Value - sourcePos;
                                if (newDistanceVec.sqrMagnitude < oldDistanceVec.sqrMagnitude)
                                {
                                    goalController.GoalBlockPos = point.Value;
                                    goalController.MoveTargetsIfNecessary();
                                }
                            }
                        }
                    }
                }
            }

            Vector3i?cursor = GetCursor(true);

            _cursor.SetActive(cursor.HasValue);
            if (cursor.HasValue)
            {
                _cursor.transform.position = cursor.Value;
            }
            OCLogger.Fine(gameObject.name + " is updated.");
        }
Ejemplo n.º 13
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 /// <summary>
 /// Raises the disable event when OCNetworkElement goes out of scope.
 /// </summary>
 public void OnDisable()
 {
     OCLogger.Fine(this.name + " is disabled.");
 }
Ejemplo n.º 14
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 /// <summary>
 /// Reset this instance to its default values.
 /// </summary>
 public void Reset()
 {
     Uninitialize();
     Initialize();
     OCLogger.Fine(this.name + " is reset.");
 }
Ejemplo n.º 15
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 /// <summary>
 /// Use this for initialization
 /// </summary>
 public void Start()
 {
     OCLogger.Fine(this.name + " is started.");
 }
Ejemplo n.º 16
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        //---------------------------------------------------------------------------

        #endregion

        //---------------------------------------------------------------------------

        #region Public Member Functions

        //---------------------------------------------------------------------------

        /// <summary>
        /// Called when the script instance is being loaded.
        /// </summary>
        public void Awake()
        {
            Initialize();
            OCLogger.Fine(this.name + " is awake.");
        }