public void Spawn(int indexX, int indexY, GameObject[] prefabs, Transform parent) { Vector3 ppos = new Vector3(indexX, indexY, 0); switch (indexY) { case 0: PlayerPeices(indexX, indexY, ppos, prefabs, parent); break; case 1: currentType = PeiceType.POND; mySelf = DesktopInput.Instantiate(prefabs[0], ppos, Quaternion.identity, parent); break; case 6: currentType = PeiceType.POND; isWhite = false; mySelf = DesktopInput.Instantiate(prefabs[0], ppos, Quaternion.identity, parent); mySelf.GetComponent <SpriteRenderer>().color = Color.gray; break; case 7: isWhite = false; PlayerPeices(indexX, indexY, ppos, prefabs, parent); break; default: break; } }
protected override void WndProc(ref Message message) { const int WM_KEYDOWN = 0x0100; const int WM_KEYUP = 0x0101; switch (message.Msg) { case WM_KEYDOWN: { uint scancode = (((uint)message.LParam) >> 16) & 0x1FF; DesktopInput input = ToTTKeyCode(scancode, DesktopKeyState.DESKTOPKEYSTATE_DOWN); ttclient.SendDesktopInput(userid, ToTTKey(input)); break; } case WM_KEYUP: { uint scancode = (((uint)message.LParam) >> 16) & 0x1FF; DesktopInput input = ToTTKeyCode(scancode, DesktopKeyState.DESKTOPKEYSTATE_UP); ttclient.SendDesktopInput(userid, ToTTKey(input)); break; } } base.WndProc(ref message); }
DesktopInput[] ToTTKey(DesktopInput input) { DesktopInput[] inputs = new DesktopInput[1]; inputs[0] = input; DesktopInput[] translated; WindowsHelper.DesktopInputKeyTranslate(TTKeyTranslate.TTKEY_WINKEYCODE_TO_TTKEYCODE, inputs, out translated); return(translated); }
private void PlayerPeices(int indexX, int indexY, Vector3 ppos, GameObject[] prefabs, Transform parent) { switch (indexX) { case 0: //Right Side Rooks currentType = PeiceType.ROOK; mySelf = DesktopInput.Instantiate(prefabs[1], ppos, Quaternion.identity, parent); break; case 7: // Left Side Rooks currentType = PeiceType.ROOK; mySelf = DesktopInput.Instantiate(prefabs[1], ppos, Quaternion.identity, parent); break; case 1: currentType = PeiceType.KNIGHT; mySelf = DesktopInput.Instantiate(prefabs[2], ppos, Quaternion.identity, parent); break; case 6: currentType = PeiceType.KNIGHT; mySelf = DesktopInput.Instantiate(prefabs[2], ppos, Quaternion.identity, parent); break; case 2: currentType = PeiceType.BISHOB; mySelf = DesktopInput.Instantiate(prefabs[3], ppos, Quaternion.identity, parent); break; case 5: currentType = PeiceType.BISHOB; mySelf = DesktopInput.Instantiate(prefabs[3], ppos, Quaternion.identity, parent); break; case 3: currentType = PeiceType.QUEEN; mySelf = DesktopInput.Instantiate(prefabs[4], ppos, Quaternion.identity, parent); break; case 4: currentType = PeiceType.KING; mySelf = DesktopInput.Instantiate(prefabs[5], ppos, Quaternion.identity, parent); break; default: break; } if (!isWhite) { mySelf.GetComponent <SpriteRenderer>().color = Color.gray; } }
public Peice[,] Move(Vector2Int currentPos, Vector2Int movePos, Peice[,] arr) { _boardState = arr; if (LegalMove(currentPos, movePos)) { mySelf.transform.position = new Vector3(movePos.x, movePos.y, 0); firstMove = false; if (_boardState[movePos.x, movePos.y].mySelf != null) { DesktopInput.Destroy(_boardState[movePos.x, movePos.y].mySelf); } _boardState[movePos.x, movePos.y] = _boardState[currentPos.x, currentPos.y]; _boardState[currentPos.x, currentPos.y] = new Peice(); return(_boardState); } else { return(null); } }
private void DesktopDlg_MouseUp(object sender, MouseEventArgs e) { DesktopInput input = ToTTKeyCode(e, DesktopKeyState.DESKTOPKEYSTATE_UP); ttclient.SendDesktopInput(userid, ToTTKey(input)); }
private void Awake() { _desktopInput = transform.root.GetComponent <DesktopInput>(); }