public void UpdateWindow(UserInterfaceWindow window, PaperDoll paperDoll) { this.window = window; this.paperDoll = paperDoll; if (paperDoll != null) { this.backgroundPanel = (Panel)GetFieldValue("backgroundPanel", paperDoll); } }
public DaggerfallInputMessageBox( IUserInterfaceManager uiManager, TextFile.Token[] textTokens, int maxCharacters = 31, string textBoxLabel = null, bool useParchmentBackGround = true, UserInterfaceWindow previous = null) : base(uiManager, previous) { this.textBox.MaxCharacters = maxCharacters; this.useParchmentStyle = useParchmentBackGround; this.SetTextBoxLabel(textBoxLabel); SetupBox(textTokens); }
public DaggerfallInputMessageBox( IUserInterfaceManager uiManager, int textId, int maxCharacters = 31, string textBoxLabel = null, bool useParchmentBackGround = true, bool showAtTopOfScreen = false, UserInterfaceWindow previous = null) : base(uiManager, previous) { this.textBox.MaxCharacters = maxCharacters; this.useParchmentStyle = useParchmentBackGround; this.SetTextBoxLabel(textBoxLabel); this.showAtTopOfScreen = showAtTopOfScreen; SetupBox(textId); }
// Use this for initialization void Start() { complementaryFuzer = new ComplementaryFilter(); wiimote = GameObject.Find("wiimote"); Angles = new Vector3(); vSliderValuePrev = vSliderValue = 128f; timer = new Timer(500.0); timer.Elapsed += new ElapsedEventHandler(onTimerElapsed); ui= this.GetComponent<UserInterfaceWindow>(); //supporting devices with custom drivers //When you add them add specialized first then XInputDriver then wide range supporting drivers UnityDriver #if (UNITY_STANDALONE_WIN) InputManager.hidInterface.defaultDriver = new UnityDriver(); InputManager.AddDriver(new ThrustMasterDriver()); InputManager.AddDriver(new WiiDriver()); //InputManager.AddDriver(new XInputDriver()); #endif #if (UNITY_STANDALONE_OSX) //InputManager.AddDriver(new ThrustMasterDriver()); //InputManager.AddDriver(new XInputDriver()); InputManager.hidInterface.defaultDriver=new UnityDriver(); #endif #if (UNITY_STANDALONE_ANDROID) InputManager.AddDriver(new ThrustMasterDriver()); #endif //TODO think of better entry point InputManager.hidInterface.Enumerate(); // !!!Postive аxes mapping only currently(need to find way to distinct postive from negative axis in Unity way of handling) // if(Application.isPlaying) // InputManager.AddDriver(new UnityDriver()); //if you want to load some states from .xml and add custom manually first load settings xml //!!!Application.streamingAssetPath gives "Raw" folder in web player #if (UNITY_STANDALONE || UNITY_EDITOR ) && !UNITY_WEBPLAYER && !UNITY_ANDROID //UnityEngine.Debug.Log("Standalone"); if (ui != null) {//settingsXML would trigger internal loading mechanism (only for testing) InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml")); ui.settings = InputManager.Settings; } manuallyAddStateAndHandlers(); #endif #region Load InputSettings.xml Android #if UNITY_ANDROID Loader request = new Loader(); if (Application.platform == RuntimePlatform.Android) { if (File.Exists(Application.persistentDataPath + "/" + "InputSettings.xml")) { if (ui != null) { Debug.Log("Game>> Try to load from " + Application.persistentDataPath); InputManager.loadSettings(Application.persistentDataPath + "/" + "InputSettings.xml"); ui.settings = InputManager.Settings; manuallyAddStateAndHandlers(); return; } } else {// content of StreamingAssets get packed inside .APK and need to be load with WWW request.Add(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml")); } request.LoadComplete += new EventHandler<LoaderEvtArgs<List<WWW>>>(onLoadComplete); request.Error += new EventHandler<LoaderEvtArgs<String>>(onLoadError); request.LoadItemComplete += new EventHandler<LoaderEvtArgs<WWW>>(onLoadItemComplete); request.load(); } else //TARGET=ANDROID but playing in EDITOR => use Standalone setup { if (ui != null) {//settingsXML would trigger internal loading mechanism (only for testing) InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml")); ui.settings = InputManager.Settings; } manuallyAddStateAndHandlers(); } #endif #endregion #if(UNITY_WEBPLAYER || UNITY_EDITOR) && !UNITY_STANDALONE && !UNITY_ANDROID Loader request = new Loader(); //UNITY_WEBPLAYER: Application.dataPath "http://localhost/appfolder/" request.Add(Application.dataPath+"/StreamingAssets/InputSettings.xml"); request.LoadComplete += new EventHandler<LoaderEvtArgs<List<WWW>>>(onLoadComplete); request.Error += new EventHandler<LoaderEvtArgs<String>>(onLoadError); request.LoadItemComplete += new EventHandler<LoaderEvtArgs<WWW>>(onLoadItemComplete); request.load(); #endif }
public BackgroundScreen(UserInterfaceWindow window, PaperDoll paperDoll) { UpdateWindow(window, paperDoll); }
// Use this for initialization void Start() { complementaryFuzer = new ComplementaryFilter(); wiimote = GameObject.Find("wiimote"); Angles = new Vector3(); vSliderValuePrev = vSliderValue = 128f; timer = new Timer(500.0); timer.Elapsed += new ElapsedEventHandler(onTimerElapsed); ui = this.GetComponent <UserInterfaceWindow>(); //supporting devices with custom drivers //When you add them add specialized first then XInputDriver then wide range supporting drivers UnityDriver #if (UNITY_STANDALONE_WIN) InputManager.hidInterface.defaultDriver = new UnityDriver(); InputManager.AddDriver(new ThrustMasterDriver()); InputManager.AddDriver(new WiiDriver()); //InputManager.AddDriver(new XInputDriver()); #endif #if (UNITY_STANDALONE_OSX) //InputManager.AddDriver(new ThrustMasterDriver()); //InputManager.AddDriver(new XInputDriver()); InputManager.hidInterface.defaultDriver = new UnityDriver(); #endif #if (UNITY_STANDALONE_ANDROID) InputManager.AddDriver(new ThrustMasterDriver()); #endif //TODO think of better entry point InputManager.hidInterface.Enumerate(); // !!!Postive аxes mapping only currently(need to find way to distinct postive from negative axis in Unity way of handling) // if(Application.isPlaying) // InputManager.AddDriver(new UnityDriver()); //if you want to load some states from .xml and add custom manually first load settings xml //!!!Application.streamingAssetPath gives "Raw" folder in web player #if (UNITY_STANDALONE || UNITY_EDITOR) && !UNITY_WEBPLAYER && !UNITY_ANDROID //UnityEngine.Debug.Log("Standalone"); if (ui != null) {//settingsXML would trigger internal loading mechanism (only for testing) InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml")); ui.settings = InputManager.Settings; } manuallyAddStateAndHandlers(); #endif #region Load InputSettings.xml Android #if UNITY_ANDROID Loader request = new Loader(); if (Application.platform == RuntimePlatform.Android) { if (File.Exists(Application.persistentDataPath + "/" + "InputSettings.xml")) { if (ui != null) { Debug.Log("Game>> Try to load from " + Application.persistentDataPath); InputManager.loadSettings(Application.persistentDataPath + "/" + "InputSettings.xml"); ui.settings = InputManager.Settings; manuallyAddStateAndHandlers(); return; } } else {// content of StreamingAssets get packed inside .APK and need to be load with WWW request.Add(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml")); } request.LoadComplete += new EventHandler <LoaderEvtArgs <List <WWW> > >(onLoadComplete); request.Error += new EventHandler <LoaderEvtArgs <String> >(onLoadError); request.LoadItemComplete += new EventHandler <LoaderEvtArgs <WWW> >(onLoadItemComplete); request.load(); } else //TARGET=ANDROID but playing in EDITOR => use Standalone setup { if (ui != null) {//settingsXML would trigger internal loading mechanism (only for testing) InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml")); ui.settings = InputManager.Settings; } manuallyAddStateAndHandlers(); } #endif #endregion #if (UNITY_WEBPLAYER || UNITY_EDITOR) && !UNITY_STANDALONE && !UNITY_ANDROID Loader request = new Loader(); //UNITY_WEBPLAYER: Application.dataPath "http://localhost/appfolder/" request.Add(Application.dataPath + "/StreamingAssets/InputSettings.xml"); request.LoadComplete += new EventHandler <LoaderEvtArgs <List <WWW> > >(onLoadComplete); request.Error += new EventHandler <LoaderEvtArgs <String> >(onLoadError); request.LoadItemComplete += new EventHandler <LoaderEvtArgs <WWW> >(onLoadItemComplete); request.load(); #endif }
// Use this for initialization void Start() { if (String.IsNullOrEmpty (settingsFileName)) { Debug.LogError("Please add settings(.xml or .bin) fileName from StreamingAssets"); return; } ui= this.GetComponent<UserInterfaceWindow>(); //supporting devices with custom drivers //When you add them add specialized first then XInputDriver then wide range supporting drivers like WinMM or OSXDriver //supporting devices with custom drivers //When you add them add specialized first then XInputDriver then wide range supporting drivers WinMM or OSXDriver #if (UNITY_STANDALONE_WIN) InputManager.AddDriver(new ThrustMasterDriver()); //InputManager.AddDriver(new WiiDriver()); InputManager.AddDriver(new XInputDriver()); //change default driver //InputManager.hidInterface.defaultDriver=new UnityDriver(); #endif #if (UNITY_STANDALONE_OSX) InputManager.AddDriver(new ThrustMasterDriver()); InputManager.AddDriver(new XInputDriver()); //change default driver //InputManager.hidInterface.defaultDriver=new UnityDriver(); #endif #if (UNITY_STANDALONE_ANDROID) InputManager.AddDriver(new ThrustMasterDriver()); InputManager.AddDriver(new XInputDriver()); #endif if (profiles == null) InputManager.hidInterface.LoadProfiles ("DeviceProfiles"); else InputManager.hidInterface.SetProfiles (profiles); InputManager.hidInterface.Enumerate(); //if you want to load some states from .xml and add custom manually first load settings xml //!!!Application.streamingAssetPath gives "Raw" folder in web player #if (UNITY_STANDALONE || UNITY_EDITOR ) && !UNITY_WEBPLAYER && !UNITY_ANDROID //UnityEngine.Debug.Log("Standalone"); if (ui != null && !String.IsNullOrEmpty (settingsFileName)) {//settingsXML would trigger internal loading mechanism (only for testing) //load settings from external file ui.settings=InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, settingsFileName)); // ui.settings=InputManager.loadSettingsFromXMLText(Path.Combine(Application.streamingAssetsPath,settingsFileName)); //dispatch Event this.m_onLoad.Invoke(); } #endif #region Load InputSettings.xml Android #if UNITY_ANDROID Loader request = new Loader(); if (Application.platform == RuntimePlatform.Android) { if (File.Exists(Application.persistentDataPath + "/" + settingsFileName)) { if (ui != null) { Debug.Log("Game>> Try to load from " + Application.persistentDataPath); ui.settings=InputManager.loadSettings(Application.persistentDataPath + "/" + settingsFileName); //dispatch load complete this.m_onLoad.Invoke(); return; } } else {// content of StreamingAssets get packed inside .APK and need to be load with WWW request.Add(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml")); request.Add(Path.Combine(Application.streamingAssetsPath, "profiles.txt")); request.Add(Path.Combine(Application.streamingAssetsPath, "xbox360_drd.txt")); //.... //unpack everything in presistentDataPath } request.LoadComplete += new EventHandler<LoaderEvtArgs<List<WWW>>>(onLoadComplete); request.Error += new EventHandler<LoaderEvtArgs<String>>(onLoadError); request.LoadItemComplete += new EventHandler<LoaderEvtArgs<WWW>>(onLoadItemComplete); request.load(); } else //TARGET=ANDROID but playing in EDITOR => use Standalone setup { if (ui != null) {//settingsXML would trigger internal loading mechanism (only for testing) InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, settingsFileName)); ui.settings = InputManager.Settings; } } #endif #endregion #if(UNITY_WEBPLAYER || UNITY_EDITOR) && !UNITY_STANDALONE && !UNITY_ANDROID Loader request = new Loader(); //UNITY_WEBPLAYER: Application.dataPath "http://localhost/appfolder/" request.Add(Application.dataPath+"/StreamingAssets/"+settingsFileName); request.LoadComplete += new EventHandler<LoaderEvtArgs<List<WWW>>>(onLoadComplete); request.Error += new EventHandler<LoaderEvtArgs<String>>(onLoadError); request.LoadItemComplete += new EventHandler<LoaderEvtArgs<WWW>>(onLoadItemComplete); request.load(); #endif }