/// <summary> /// コンストラクター(UnityMVC) /// </summary> public DepartmentController(ISessionManager sessionManager, IServiceProxy <IDepartmentService> departmentService) { _SessionManager = sessionManager; _DepartmentService = departmentService; this._ControllerSupport = new ControllerSupport(this); }
private void OnLoaded(object sender, RoutedEventArgs e) { _owner = Window.GetWindow(this); _owner !.KeyDown += TrySwitchPage; ControllerSupport.SubscribeCustomInputs(ProcessCustomInputs); this.Loaded -= OnLoaded; }
/// <summary> /// コンストラクター(UnityMVC) /// </summary> public AttendanceTimeController(ISessionManager sessionManager, IServiceProxy <IAttendanceTimeService> attendanceTimeService) { _SessionManager = sessionManager; _AttendanceTimeService = attendanceTimeService; this._ControllerSupport = new ControllerSupport(this); }
/// <summary> /// コンストラクター(UnityMVC) /// </summary> /// <param name="sessionManager">セッションマネージャー</param> /// <param name="loginService">ログインサービス</param> public LoginController(ISessionManager sessionManager, IServiceProxy <ILoginService> loginService) { _SessionManager = sessionManager; _LoginService = loginService; this._ControllerSupport = new ControllerSupport(this); }
void Awake() { contSupp = FindObjectOfType <ControllerSupport>(); devDetect = FindObjectOfType <DeviceDetector>(); heroAni = GameObject.FindGameObjectWithTag("Hero").GetComponent <TD_SBF_HeroAnimator>(); startColor = GetComponent <SpriteRenderer>().color; tConts = FindObjectOfType <TD_SBF_TouchControls>(); towerPlacer = FindObjectOfType <TD_SBF_TowerPlacer>(); }
public DownloadPackagesPage() { SwappedOut += Dispose; InitializeComponent(); _cacheService = Lib.IoC.GetConstant <ImageCacheService>(); ViewModel = Lib.IoC.Get <DownloadPackagesViewModel>(); ViewModel.SelectNextItem.AfterExecute += o => OpenPackagePreviewPage(SlideDirection.Right, SlideDirection.Left); ViewModel.SelectLastItem.AfterExecute += o => OpenPackagePreviewPage(SlideDirection.Left, SlideDirection.Right); ControllerSupport.SubscribeCustomInputs(ProcessEvents); }
public AppSummaryPage(ApplicationViewModel appViewModel) { InitializeComponent(); ViewModel = new ConfigureModsViewModel(appViewModel, Lib.IoC.Get <ModUserConfigService>()); ControllerSupport.SubscribeCustomInputs(OnProcessCustomInputs); _manipulator = new DictionaryResourceManipulator(this.Contents.Resources); _modsViewSource = _manipulator.Get <CollectionViewSource>("FilteredMods"); _modsViewSource.Filter += ModsViewSourceOnFilter; SwappedOut += Dispose; }
public void Dispose() { if (_isDisposed) { return; } _isDisposed = true; ControllerSupport.UnsubscribePreviewCustomInputs(SubscribePreviewCustomInputs); PreviewCarousel?.Dispose(); }
public void Dispose() { if (_disposed) { return; } _disposed = true; ControllerSupport.UnsubscribeCustomInputs(ProcessEvents); ViewModel.Dispose(); }
void Awake() { if (controller == null) { controller = this; } else if (controller != this) { Destroy(gameObject); } sr = GetComponent <SpriteRenderer>(); }
public void Dispose() { if (_disposed) { return; } _disposed = true; ControllerSupport.UnsubscribeCustomInputs(OnProcessCustomInputs); ViewModel?.Dispose(); GC.SuppressFinalize(this); }
public PackagePreviewPage(DownloadPackagePreviewViewModel viewModel, Action close, SlideDirection entryDirection) { SwappedOut += Dispose; ViewModel = viewModel; _entryDirection = entryDirection; _close = close; InitializeComponent(); this.AnimateInFinished -= OnAnimateInFinished; PreviewCarousel.OnPageIndexChanged += WhenPageIndexChanged; ControllerSupport.SubscribePreviewCustomInputs(SubscribePreviewCustomInputs); // We need to explicitly set focus in case person changes page on controller without // moving the cursor, otherwise ListViewItem under this page might be re-selected, funny issue. this.AnimateInStarted += OnAnimateInStarted; }
public ControllerSupportResultInfo ShowControllerApplet(ControllerSupportArg controllerSupportArg, bool suspendUnityThreads) { // ControllerSupportResultInfo has two fields: // byte playerCount; The number of players determined by controller support. // NpadId selectedId; The NpadIdType selected in single-player mode. var controllerSupportResultInfo = new ControllerSupportResultInfo(); controllerSupportResultInfo.playerCount = 0; controllerSupportResultInfo.selectedId = NpadId.Invalid; #if !UNITY_EDITOR UnityEngine.Switch.Applet.Begin(); ControllerSupport.Show(ref controllerSupportResultInfo, controllerSupportArg, suspendUnityThreads); UnityEngine.Switch.Applet.End(); #endif return(controllerSupportResultInfo); }
public ControllerSupportResultInfo ShowControllerApplet(bool suspendUnityThreads) { // See nn::hid::ControllerSupportArg::SetDefault() in the SDK documentation for details. var controllerSupportArg = new ControllerSupportArg(); // Values below are the defaults set by this. controllerSupportArg.SetDefault(); // The minimum number of players that will get wireless controller connections. // Must be set to 0 if you want to allow someone to play in handheld mode only. // Ignored in single-player mode. // controllerSupportArg.playerCountMin = 0; // The maximum number of players that will get wireless controller connections. // The maximum allowed value appears to be 4. Anything over that will cause a crash. // Ignored in single-player mode. // controllerSupportArg.playerCountMax = 4; // Specifies whether to maintain the connection of controllers that are already connected. // Specify false to disconnect all controllers. // controllerSupportArg.enableTakeOverConnection = true; // Specifies whether to left-justify the controller numbers when controller support is ended. // When false is specified, there may be gaps in controller numbers when controller support is ended. // Ignored in single-player mode. // controllerSupportArg.enableLeftJustify = true; // Specifies whether to permit actions when both controllers are being held in a dual-controller grip. // When false is specified, actions cannot be made when both controllers are being held in a dual-controller grip. // This is designed for times like during local communication when you want to prohibit the dual-controller grip. // controllerSupportArg.enablePermitJoyDual = true; // Specifies whether to start controller support in single-player mode. // Enable this if your game is single-player. // controllerSupportArg.enableSingleMode = false; // Specifies whether to use colors to identify the individual controller numbers shown in the controller support UI. // controllerSupportArg.enableIdentificationColor = false; // Specifies the colors to use to identify the individual controller numbers shown in the controller support UI. // If enableIdentificationColor is false, the values specified here will not be applied. // controllerSupportArg.identificationColor = new nn.util.Color4u8[4]; // Specifies whether to use explanatory text for the individual controller numbers shown in the controller support UI. // controllerSupportArg.enableExplainText = false; // The text to use for the individual controller numbers shown in the controller support UI. // You can specify up to 32 characters. // If enableExplainText is false, the values specified here will not be applied. // Check how the text actually displays to make sure it is not too long and otherwise displays appropriately. // controllerSupportArg.explainText = new byte[ExplainTextSize]; // This field is a private data blob and must be set with: // ControllerSupport.SetExplainText( ref controllerSupportArg, "Player 1", NpadId.No1 ); controllerSupportArg.enableIdentificationColor = true; controllerSupportArg.identificationColor[0].Set(255, 100, 100, 255); controllerSupportArg.identificationColor[1].Set(100, 255, 100, 255); controllerSupportArg.identificationColor[2].Set(100, 100, 255, 255); controllerSupportArg.identificationColor[3].Set(255, 100, 255, 255); controllerSupportArg.enableExplainText = true; ControllerSupport.SetExplainText(ref controllerSupportArg, "Player 1", NpadId.No1); ControllerSupport.SetExplainText(ref controllerSupportArg, "Player 2", NpadId.No2); ControllerSupport.SetExplainText(ref controllerSupportArg, "Player 3", NpadId.No3); ControllerSupport.SetExplainText(ref controllerSupportArg, "Player 4", NpadId.No4); return(ShowControllerApplet(controllerSupportArg, suspendUnityThreads)); }
void createPlayers() { int numPlayers = nvs.players.Count; ControllerSupport cs = currentView.GetComponent <ControllerSupport>() as ControllerSupport; cs.playerObjectList = new GameObject[numPlayers]; cs.playerBodyList = new Renderer[numPlayers]; cs.playerToControllerIndex = new int[numPlayers]; GameObject[] playerCams = CameraManager.createSplitScreenCameras(numPlayers); GameObject[] ballCams = CameraManager.createSplitScreenCameras(numPlayers); for (int i = 0; i < numPlayers; ++i) { PlayerInfo player = nvs.players[i] as PlayerInfo; GameObject playerContainer = new GameObject(player.name); playerContainer.transform.parent = currentView.transform; playerContainer.AddComponent <LocalBallMarker> (); GameObject playerCamera = playerCams[i]; playerCamera.transform.parent = playerContainer.transform; player.cameraObject = playerCamera; //Create cart for player GameObject cartObject = Instantiate(Resources.Load(player.cartModel), new Vector3(0, -100, 0), Quaternion.identity) as GameObject; cartObject.name = "buggy"; cartObject.transform.parent = playerContainer.transform; player.cartGameObject = cartObject; //Create ball for player GameObject ballObject = Instantiate(Resources.Load(player.ballModel), new Vector3(0, -100, 0), Quaternion.identity) as GameObject; ballObject.name = "hit_mode_ball"; ballObject.transform.parent = playerContainer.transform; player.ballGameObject = ballObject; //Create character for player GameObject characterObject = Instantiate(Resources.Load(player.characterModel)) as GameObject; characterObject.name = "player_character"; characterObject.transform.parent = cartObject.transform; characterObject.transform.localPosition = Vector3.zero + new Vector3(0, 0.3f, 0); characterObject.transform.localRotation = Quaternion.identity; player.characterGameObject = characterObject; //Apply color RecolorPlayer.recolorPlayerBody(characterObject.transform.FindChild("body").GetComponent <Renderer>() as Renderer, player.color); if (i < 1) //Only one audiolistener can exist { characterObject.AddComponent <AudioListener> (); } //Create camera for hit_ball; remove later GameObject hitBallCam = ballCams[i]; hitBallCam.name = "hit_ball_camera"; hitBallCam.SetActive(false); hitBallCam.transform.parent = ballObject.transform; //Add scripts to cart (cartObject.transform.GetComponent <CarUserControl>() as CarUserControl).enabled = true; Destroy(cartObject.transform.GetComponent <NetworkView>()); TransferToSwing ts = cartObject.AddComponent <TransferToSwing>() as TransferToSwing; ts.ball = ballObject; ScriptToggler st = cartObject.AddComponent <ScriptToggler>() as ScriptToggler; st.scripts = new List <MonoBehaviour>(); st.scripts.Add(cartObject.GetComponent <CarController>()); st.scripts.Add(cartObject.GetComponent <CarUserControl>()); st.scripts.Add(cartObject.GetComponent <TransferToSwing>()); st.cameraObject = playerCamera; //Add scripts to ball InControlSwingMode ics = ballObject.AddComponent <InControlSwingMode>() as InControlSwingMode; ics.cameraObject = hitBallCam; ics.cart = cartObject; ics.enabled = false; PowerMeter pm = ballObject.AddComponent <PowerMeter>() as PowerMeter; pm.m_objectToCircle = ballObject; pm.m_markerPrefab = Instantiate(Resources.Load("powerMeterPrefab")) as GameObject; pm.m_swingScript = ics; pm.enabled = false; ScriptToggler stb = ballObject.AddComponent <ScriptToggler>() as ScriptToggler; stb.scripts = new List <MonoBehaviour>(); stb.scripts.Add(ics); stb.scripts.Add(pm); stb.cameraObject = hitBallCam; //controller support cs.playerObjectList[i] = cartObject; cs.playerBodyList[i] = characterObject.transform.FindChild("body").GetComponent <SkinnedMeshRenderer>(); cs.playerToControllerIndex[i] = -1; //dummy value FollowPlayerScript fps = (playerCamera.AddComponent <FollowPlayerScript> () as FollowPlayerScript); fps.target = cartObject.transform; } (GameObject.Find("winningPole").gameObject.GetComponent <netWinCollider> () as netWinCollider).initialize(); nvs.myInfo = nvs.players [0] as PlayerInfo; //just so some of the network scripts work nvs.gameObject.AddComponent <netPause> (); }
public void Dispose() { _owner !.KeyDown -= TrySwitchPage; ControllerSupport.UnsubscribeCustomInputs(ProcessCustomInputs); GC.SuppressFinalize(this); }