private void CheckJoystick() { if (joystick.Instance != null) { joystick stick = joystick.Instance; int failCount = 0; if (stick.TL < 20.0f && stick.TL > -20.0f) { failCount++; } if (stick.TR < 20.0f && stick.TR > -20.0f) { failCount++; } if (stick.BL < 20.0f && stick.BL > -20.0f) { failCount++; } if (stick.BR < 20.0f && stick.BR > -20.0f) { failCount++; } if (failCount > 2) { return; } //Debug.Log("Leading Foot: " + LeadingFoot); switch (LeadingFoot) { case LeadingFootEnum.Right: case LeadingFootEnum.Left: case LeadingFootEnum.Neutral: { if ((stick.TL > stick.BL) && (stick.TR < stick.BR)) // valid turning form { RotateRight(); //Debug.Log("Rotate Right"); } else if ((stick.BL > stick.TL) && (stick.BR < stick.TR)) // valid turning form { RotateLeft(); //Debug.Log("Rotate Left"); } else // this means we're on an edge, find out which edge and either slow down or flip { if ((stick.BL > stick.TL) && (stick.BR > stick.TR)) // heel edge { SlowDown(); } else if ((stick.TL > stick.BL) && (stick.TR > stick.BR)) // toe edge { SlowDown(); } } } break; } } }
// Update is called once per frame void Update() { joystick stick = GetComponent <joystick>(); if (stick.GetHorizontalValue() != 0.0f || stick.GetVerticalValue() != 0.0f) { GetComponent <AudioSource>().Play(); } else { GetComponent <AudioSource>().Stop(); } }
/// <summary> /// Check which hand is grabbing the object by checking trigger pressing /// Note: May need to be changed if grabbing with other buttons /// </summary> private void GetHandGrabbing() { if (ViveInput.GetPressEx(HandRole.LeftHand, ControllerButton.Trigger)) { handGrabbing = joystick.leftHand; } else if (ViveInput.GetPressEx(HandRole.RightHand, ControllerButton.Trigger)) { handGrabbing = joystick.rightHand; } else { handGrabbing = joystick.none; } }
private void backgroundWorker_joystick_DoWork(object sender, DoWorkEventArgs e) { while (true) { Thread.Sleep(10); try { Gamepad_State_SlimDX joy = new Gamepad_State_SlimDX(SlimDX.XInput.UserIndex.One); joy.Update(); joystick js = new joystick(); js.pitch = (Int16)(joy.LeftStick.Position.Y * 250); js.roll = (Int16)(joy.LeftStick.Position.X * 250); js.throttle = (Int16)(joy.RightStick.Position.Y * 10); js.yaw = (Int16)(joy.RightStick.Position.X * 250); if (joy.B) { js.emergency = 1; } else { js.emergency = 0; } if (joy.A) { js.takeoff = 1; } else { js.takeoff = 0; } string json = JsonConvert.SerializeObject(js); udp_send_recv(3000, json, 5); } catch (Exception ex) { Console.WriteLine(ex.ToString()); } } }
// Update is called once per frame void Update() { joystick stick = GetComponent <joystick>(); if ((stick.GetHorizontalValue() != 0.0f || stick.GetVerticalValue() != 0.0f) && delay >= bulletdelay) { Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(SomPrefab); newPrefab.transform.position = startpoint.transform.position; newPrefab.GetComponent <bullet>().player = player; Vector2 direction = new Vector2(stick.GetHorizontalValue(), stick.GetVerticalValue()); direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed); delay = 0.0f; } }
void OnDestroy() { Instance = null; }
void Awake() { Instance = this; }
// Update is called once per frame void Update() { joystick stick = GetComponent <joystick>(); if ((stick.GetHorizontalValue() != 0.0f || stick.GetVerticalValue() != 0.0f) && delay >= bulletdelay) { if (PlayerPrefs.GetString("equip") == "gun-r2") { Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(SomPrefab); newPrefab.transform.position = startpoint.transform.position; newPrefab.GetComponent <bullet>().player = player; Vector2 direction = new Vector2(stick.GetHorizontalValue(), stick.GetVerticalValue()); direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed * 1.05f); delay = bulletdelay * 0.05f; } else if (PlayerPrefs.GetString("equip") == "gun-b1") { Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(SomPrefab); newPrefab.transform.position = startpoint.transform.position; newPrefab.GetComponent <bullet>().player = player; Vector2 direction = new Vector2(stick.GetHorizontalValue(), stick.GetVerticalValue()); direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed * 1.06f); delay = bulletdelay * 0.1f; } else if (PlayerPrefs.GetString("equip") == "gun-g1") { Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(SomPrefab); newPrefab.transform.position = startpoint.transform.position; newPrefab.GetComponent <bullet>().player = player; Vector2 direction = new Vector2(stick.GetHorizontalValue(), stick.GetVerticalValue()); direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed * 1.1f); delay = bulletdelay * 0.1f; } else if (PlayerPrefs.GetString("equip") == "gun-y3") { Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(SomPrefab); newPrefab.transform.position = startpoint.transform.position; newPrefab.GetComponent <bullet>().player = player; Vector2 direction = new Vector2(stick.GetHorizontalValue(), stick.GetVerticalValue()); direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed * 1.15f); delay = bulletdelay * 0.1f; } else if (PlayerPrefs.GetString("equip") == "gun-g3") { Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(SomPrefab); newPrefab.transform.position = startpoint.transform.position; newPrefab.GetComponent <bullet>().player = player; Vector2 direction = new Vector2(stick.GetHorizontalValue(), stick.GetVerticalValue()); direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed * 1.16f); delay = bulletdelay * 0.11f; } else { Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(SomPrefab); newPrefab.transform.position = startpoint.transform.position; newPrefab.GetComponent <bullet>().player = player; Vector2 direction = new Vector2(stick.GetHorizontalValue(), stick.GetVerticalValue()); direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed); delay = 0.0f; } } delay += Time.deltaTime; if (Input.GetKey(KeyCode.Q) && Qnowofftime <= 0) { Qnowofftime = Qcooltime; Vector3 gameWorldpos = Camera.main.ScreenToWorldPoint(Input.mousePosition); GameObject newPrefab = Instantiate(QPrefab); newPrefab.transform.position = transform.position; newPrefab.GetComponent <skill>().player = gameObject; Vector2 direction = gameWorldpos - transform.position; direction.Normalize(); newPrefab.GetComponent <Rigidbody2D>().AddForce(direction * BulletSpeed); } if (Qnowofftime > 0.0) { Qnowofftime -= Time.deltaTime; } }