Example #1
0
        public bool ChangeSwitchStands(int switchNumber)
        {
            switch (switchNumber)
            {
            case 1:
                Switch1.ChangeSwitchState();
                return(true);

            case 2:
                Switch2.ChangeSwitchState();
                return(true);

            case 3:
                Switch3.ChangeSwitchState();
                return(true);

            case 4:
                Switch4.ChangeSwitchState();
                return(true);

            case 5:
                Switch5.ChangeSwitchState();
                return(true);
            }
            return(false);
        }
    // Start is called before the first frame update
    void Start()
    {
        Switch1image = Switch1.GetComponent <SpriteRenderer>();
        Switch2image = Switch2.GetComponent <SpriteRenderer>();
        Switch3image = Switch3.GetComponent <SpriteRenderer>();
        Switch4image = Switch4.GetComponent <SpriteRenderer>();
        Switch5image = Switch5.GetComponent <SpriteRenderer>();
        Switch6image = Switch6.GetComponent <SpriteRenderer>();
        Switch7image = Switch7.GetComponent <SpriteRenderer>();
        Switch8image = Switch8.GetComponent <SpriteRenderer>();

        Switch1OnOff = Switch1.GetComponent <LeverActivate>();
        Switch2OnOff = Switch2.GetComponent <LeverActivate>();
        Switch3OnOff = Switch3.GetComponent <LeverActivate>();
        Switch4OnOff = Switch4.GetComponent <LeverActivate>();
        Switch5OnOff = Switch5.GetComponent <LeverActivate>();
        Switch6OnOff = Switch6.GetComponent <LeverActivate>();
        Switch7OnOff = Switch7.GetComponent <LeverActivate>();
        Switch8OnOff = Switch8.GetComponent <LeverActivate>();

        Switch1active = false;
        Switch2active = false;
        Switch3active = false;
        Switch4active = false;
        Switch5active = false;
        Switch6active = false;
        Switch7active = false;
        Switch8active = false;

        states = 0;
    }
    // Start is called before the first frame update
    void Start()
    {
        //initiallize anything not dopped in from Unity
        Switch1move = Switch1.GetComponent <Transform>();
        Switch2move = Switch2.GetComponent <Transform>();
        Switch3move = Switch3.GetComponent <Transform>();
        Switch4move = Switch4.GetComponent <Transform>();

        Switch1image = Switch1.GetComponent <SpriteRenderer>();
        Switch2image = Switch2.GetComponent <SpriteRenderer>();
        Switch3image = Switch3.GetComponent <SpriteRenderer>();
        Switch4image = Switch4.GetComponent <SpriteRenderer>();

        Switch1OnOff = Switch1.GetComponent <LeverActivate>();
        Switch2OnOff = Switch2.GetComponent <LeverActivate>();
        Switch3OnOff = Switch3.GetComponent <LeverActivate>();
        Switch4OnOff = Switch4.GetComponent <LeverActivate>();

        Switch1active = false;
        Switch2active = false;
        Switch3active = false;
        Switch4active = false;

        states = 0;
    }
    // Start is called before the first frame update
    void Start()
    {
        Switch1image = Switch1.GetComponent <SpriteRenderer>();
        Switch2image = Switch2.GetComponent <SpriteRenderer>();
        Switch3image = Switch3.GetComponent <SpriteRenderer>();

        Switch1OnOff = Switch1.GetComponent <LeverActivate>();
        Switch2OnOff = Switch2.GetComponent <LeverActivate>();
        Switch3OnOff = Switch3.GetComponent <LeverActivate>();

        Switch1active = false;
        Switch2active = false;
        Switch3active = false;

        states = 0;
    }
        /* Initialize GPIO, SPI, and the display */
        private async void InitAll()
        {
            try
            {
                await MCP23S17.InitSPI();

                MCP23S17.InitMCP23S17();
                MCP23S17.setPinMode(0x00FF); // 0x0000 = all outputs, 0xffff=all inputs, 0x00FF is PIFace Default
                MCP23S17.pullupMode(0x00FF); // 0x0000 = no pullups, 0xffff=all pullups, 0x00FF is PIFace Default
                MCP23S17.WriteWord(0x0000);  // 0x0000 = no pullups, 0xffff=all pullups, 0x00FF is PIFace Default



                Switch0.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch0_PointerPressed), true);
                Switch0.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch0_PointerReleased), true);
                Switch1.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch1_PointerPressed), true);
                Switch1.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch1_PointerReleased), true);
                Switch2.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch2_PointerPressed), true);
                Switch2.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch2_PointerReleased), true);
                Switch3.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch3_PointerPressed), true);
                Switch3.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch3_PointerReleased), true);



                initTimer();
            }
            catch (Exception ex)
            {
                //Text_Status.Text = "Exception: " + ex.Message;
                //if (ex.InnerException != null)
                //{
                //    Text_Status.Text += "\nInner Exception: " + ex.InnerException.Message;
                //}
                //return;
            }
        }
Example #6
0
        public Map()
        {
            Switches    = new AbstractSwitch[5];
            spawnPoints = new SpawnPoint[3];
            Movables    = new List <Movable>();
            ShipRoute   = new Track[8];
            r           = new Random();

            Row1 = new Track[23];
            Row2 = new Track[23];
            Row3 = new Track[10];
            Row4 = new Track[9];
            Row5 = new Track[23];

            SpawnPoint SP1 = new SpawnPoint();
            SpawnPoint SP2 = new SpawnPoint();
            SpawnPoint SP3 = new SpawnPoint();

            spawnPoints[0] = SP1;
            spawnPoints[1] = SP2;
            spawnPoints[2] = SP3;

            DefaultTrack DT1 = new DefaultTrack();

            SP1.Next = DT1;
            DefaultTrack DT2 = new DefaultTrack();

            SP2.Next = DT2;
            DefaultTrack DT3 = new DefaultTrack();

            SP3.Next = DT3;

            DefaultTrack DT4 = new DefaultTrack();

            DT1.Next = DT4;
            DefaultTrack DT5 = new DefaultTrack();

            DT2.Next = DT5;
            DefaultTrack DT6 = new DefaultTrack();

            DT3.Next = DT6;

            DefaultTrack DT7 = new DefaultTrack();

            DT4.Next = DT7;
            DefaultTrack DT8 = new DefaultTrack();

            DT5.Next = DT8;
            DefaultTrack DT9 = new DefaultTrack();

            DT6.Next = DT9;

            Switch2 S1 = new Switch2(DT7, DT8);

            S1.Previous = DT8;
            DT8.Next    = S1;

            DefaultTrack DT10 = new DefaultTrack();

            S1.Next = DT10;

            DefaultTrack DT11 = new DefaultTrack();
            DefaultTrack DT12 = new DefaultTrack();
            Switch       S2   = new Switch(DT11, DT12);

            DT10.Next = S2;
            S2.Next   = DT11;

            DefaultTrack DT13 = new DefaultTrack();

            DT11.Next = DT13;
            DefaultTrack DT14 = new DefaultTrack();

            DT12.Next = DT14;

            DefaultTrack DT15 = new DefaultTrack();

            DT13.Next = DT15;
            DefaultTrack DT16 = new DefaultTrack();

            DT15.Next = DT16;
            DefaultTrack DT17 = new DefaultTrack();

            DT16.Next = DT17;

            DefaultTrack DT32 = new DefaultTrack();

            DT9.Next = DT32;
            DefaultTrack DT33 = new DefaultTrack();

            DT32.Next = DT33;
            DefaultTrack DT34 = new DefaultTrack();

            DT33.Next = DT34;

            Switch2 S3 = new Switch2(DT14, DT34);

            DT14.Next   = S3;
            S3.Previous = DT14;
            DefaultTrack DT20 = new DefaultTrack();

            S3.Next = DT20;

            DefaultTrack DT18 = new DefaultTrack();
            DefaultTrack DT19 = new DefaultTrack();

            DT18.Next = DT19;

            DefaultTrack DT35 = new DefaultTrack();
            Switch       S4   = new Switch(DT18, DT35);

            S4.Next   = DT35;
            DT20.Next = S4;

            DefaultTrack DT36 = new DefaultTrack();

            DT35.Next = DT36;
            DefaultTrack DT37 = new DefaultTrack();

            DT36.Next = DT37;
            DefaultTrack DT38 = new DefaultTrack();

            DT37.Next = DT38;
            DefaultTrack DT39 = new DefaultTrack();

            DT38.Next = DT39;
            DefaultTrack DT40 = new DefaultTrack();

            DT39.Next = DT40;
            DefaultTrack DT41 = new DefaultTrack();

            DT40.Next = DT41;
            Shunt SH1 = new Shunt();

            DT41.Next = SH1;
            Shunt SH2 = new Shunt();

            SH1.Next = SH2;
            Shunt SH3 = new Shunt();

            SH2.Next = SH3;
            Shunt SH4 = new Shunt();

            SH3.Next = SH4;
            Shunt SH5 = new Shunt();

            SH4.Next = SH5;
            Shunt SH6 = new Shunt();

            SH5.Next = SH6;
            Shunt SH7 = new Shunt();

            SH6.Next = SH7;
            Shunt SH8 = new Shunt();

            SH7.Next = SH8;

            Switch2 S5 = new Switch2(DT17, DT19);

            S5.Previous = DT17;
            DT17.Next   = S5;

            DefaultTrack DT21 = new DefaultTrack();

            S5.Next = DT21;
            DefaultTrack DT22 = new DefaultTrack();

            DT21.Next = DT22;
            DefaultTrack DT23 = new DefaultTrack();

            DT22.Next = DT23;
            DefaultTrack DT24 = new DefaultTrack();

            DT23.Next = DT24;
            DefaultTrack DT25 = new DefaultTrack();

            DT24.Next = DT25;
            DefaultTrack DT26 = new DefaultTrack();

            DT25.Next = DT26;
            Harbour H1 = new Harbour();

            DT26.Next = H1;
            DefaultTrack DT27 = new DefaultTrack();

            H1.Next = DT27;
            DefaultTrack DT28 = new DefaultTrack();

            DT27.Next = DT28;
            DefaultTrack DT29 = new DefaultTrack();

            DT28.Next = DT29;
            DefaultTrack DT30 = new DefaultTrack();

            DT29.Next = DT30;
            DefaultTrack DT31 = new DefaultTrack();

            DT30.Next = DT31;
            EndField EI = new EndField();

            DT31.Next = EI;

            //make water tiles and add to list
            Water        W1 = new Water();
            Water        W2 = new Water();
            WaterHarbour W3 = new WaterHarbour();

            H1.WaterHarbour = W2;
            Water    W4 = new Water();
            Water    W5 = new Water();
            Water    W6 = new Water();
            Water    W7 = new Water();
            WaterEnd W8 = new WaterEnd();

            ShipRoute[0] = W1;
            ShipRoute[1] = W2;
            ShipRoute[2] = W3;
            ShipRoute[3] = W4;
            ShipRoute[4] = W5;
            ShipRoute[5] = W6;
            ShipRoute[6] = W7;
            ShipRoute[7] = W8;

            W1.Next = W2;
            W2.Next = W3;
            W3.Next = W4;
            W4.Next = W5;
            W5.Next = W6;
            W6.Next = W7;
            W7.Next = W8;

            //fill switches list
            Switches[0] = S1;
            Switches[1] = S2;
            Switches[2] = S3;
            Switches[3] = S4;
            Switches[4] = S5;

            //fill rows
            Row1[0]  = SP1;
            Row1[1]  = DT1;
            Row1[2]  = DT4;
            Row1[3]  = DT7;
            Row1[4]  = new EmptySpace();
            Row1[5]  = DT11;
            Row1[6]  = DT13;
            Row1[7]  = DT15;
            Row1[8]  = DT16;
            Row1[9]  = DT17;
            Row1[10] = new EmptySpace();
            Row1[11] = new EmptySpace();
            Row1[12] = new EmptySpace();
            Row1[13] = new EmptySpace();
            Row1[14] = new EmptySpace();
            Row1[15] = W1;
            Row1[16] = W2;
            Row1[17] = W3;
            Row1[18] = W4;
            Row1[19] = W5;
            Row1[20] = W6;
            Row1[21] = W7;
            Row1[22] = W8;

            Row2[0]  = new EmptySpace();
            Row2[1]  = new EmptySpace();
            Row2[2]  = new EmptySpace();
            Row2[3]  = S1;
            Row2[4]  = DT10;
            Row2[5]  = S2;
            Row2[6]  = new EmptySpace();
            Row2[7]  = new EmptySpace();
            Row2[8]  = new EmptySpace();
            Row2[9]  = S5;
            Row2[10] = DT21;
            Row2[11] = DT22;
            Row2[12] = DT23;
            Row2[13] = DT24;
            Row2[14] = DT25;
            Row2[15] = DT26;
            Row2[16] = H1;
            Row2[17] = DT27;
            Row2[18] = DT28;
            Row2[19] = DT29;
            Row2[20] = DT30;
            Row2[21] = DT31;
            Row2[22] = EI;

            Row3[0] = SP2;
            Row3[1] = DT2;
            Row3[2] = DT5;
            Row3[3] = DT8;
            Row3[4] = new EmptySpace();
            Row3[5] = DT12;
            Row3[6] = DT14;
            Row3[7] = new EmptySpace();
            Row3[8] = DT18;
            Row3[9] = DT19;

            Row4[0] = new EmptySpace();
            Row4[1] = new EmptySpace();
            Row4[2] = new EmptySpace();
            Row4[3] = new EmptySpace();
            Row4[4] = new EmptySpace();
            Row4[5] = new EmptySpace();
            Row4[6] = S3;
            Row4[7] = DT20;
            Row4[8] = S4;

            Row5[0]  = SP3;
            Row5[1]  = DT3;
            Row5[2]  = DT6;
            Row5[3]  = DT9;
            Row5[4]  = DT32;
            Row5[5]  = DT33;
            Row5[6]  = DT34;
            Row5[7]  = new EmptySpace();
            Row5[8]  = DT35;
            Row5[9]  = DT36;
            Row5[10] = DT37;
            Row5[11] = DT38;
            Row5[12] = DT39;
            Row5[13] = DT40;
            Row5[14] = DT41;
            Row5[15] = SH1;
            Row5[16] = SH2;
            Row5[17] = SH3;
            Row5[18] = SH4;
            Row5[19] = SH5;
            Row5[20] = SH6;
            Row5[21] = SH7;
            Row5[22] = SH8;
        }
Example #7
0
    // Update is called once per frame
    void Update()
    {
        if (!isDisabled)
        {
            if (Out1.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0)
            {
                if (!FloorUp)
                {
                    CloseDoors();
                    Timer        = MovingTime;
                    insideElev   = false;
                    Ignoreinputs = true;
                    soundPlayed  = false;
                }
                else
                {
                    Door1.DoorSwitch();
                }
            }

            if (Out2.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0)
            {
                if (FloorUp)
                {
                    CloseDoors();
                    Timer        = MovingTime;
                    insideElev   = false;
                    Ignoreinputs = true;
                    soundPlayed  = false;
                }
                else
                {
                    Door2.DoorSwitch();
                }
            }

            if ((Switch1.GetComponent <Object_Button_Trigger>().activated == true || Switch2.GetComponent <Object_Button_Trigger>().activated == true) && !Ignoreinputs && Timer <= 0)
            {
                //SwitchFloor(Floor1.transform, Floor2.transform);
                CloseDoors();
                Door1.isDisabled = true;
                Door2.isDisabled = true;
                Timer            = MovingTime;
                insideElev       = true;
                Ignoreinputs     = true;
                soundPlayed      = false;
            }
        }


        Timer -= Time.deltaTime;

        if (Timer <= (MovingTime - 2) && !soundPlayed)
        {
            GameController.instance.GlobalSFX.PlayOneShot(elev);
            soundPlayed = true;
        }

        if (Timer <= 3 && Ignoreinputs)
        {
            Door1.isDisabled = false;
            Door2.isDisabled = false;

            FloorUp = !FloorUp;
            State   = !State;
            GameController.instance.SetObjectState(State, id);

            if (insideElev)
            {
                if (FloorUp)
                {
                    StartCoroutine(SwitchFloor(Floor2, Floor1));
                }
                else
                {
                    StartCoroutine(SwitchFloor(Floor1, Floor2));
                }
            }

            if (FloorUp)
            {
                Door1.DoorSwitch();
                GameController.instance.holdRoom = false;
            }
            else
            {
                Door2.DoorSwitch();
                GameController.instance.holdRoom = true;
            }

            GameController.instance.GlobalSFX.PlayOneShot(ding);
            Ignoreinputs = false;
        }
    }