protected void SetMode(InputMode mode) { Debug.LogFormat("Setting mode to {0}", mode.ToString()); currentMode = mode; switch (currentMode) { case InputMode.Idle: if (OnChangeToIdleEvent != null) { OnChangeToIdleEvent(); } break; case InputMode.Properties: if (OnChangeToPropertiesEvent != null) { OnChangeToPropertiesEvent(); } break; case InputMode.Connect: if (OnChangeToConnectEvent != null) { OnChangeToConnectEvent(); } break; case InputMode.Drag: if (OnChangeToDragEvent != null) { OnChangeToDragEvent(); } break; } }
public void SwitchInputMode(InputMode inputMode, String deviceIdToListenTo) { desiredInputMode = inputMode; desiredDeviceIdToListenTo = deviceIdToListenTo; Console.WriteLine("Switching input mode to " + inputMode.ToString() + " for device " + deviceIdToListenTo); }
public void ChangeMode(InputMode mode) { var member = GetType().GetField(string.Format("_{0}Dict", mode.ToString().ToLower()), BindingFlags.NonPublic | BindingFlags.Instance); if (member == null) throw new Exception(mode + " does not have a dictionary set up"); _currentDict = (SequencedDictionary<Key, Message>)member.GetValue(this); InputMode = mode; }
private void Start() { horizontalAxis = mode.ToString() + " Horizontal"; verticalAxis = mode.ToString() + " Vertical"; blinkButton = mode.ToString() + " Blink"; fireButton = mode.ToString() + " Fire"; blink = false; blinkTimer = 0f; shaker = GetComponentInChildren <CameraShake>(); shooter = GetComponent <ShootingComponent>(); gameManager = GameManager.instance; health = GetComponent <HealthComponent>(); }
public void ShowInputScheme(InputMode mode) { if (mode == null) { inputSchemeText.text = "Custom"; } else { inputSchemeText.text = mode.ToString(); } }
public void SavePreferences() { if (EnableSound) { PlayerPrefs.SetString("EnableSound", "ON"); } else { PlayerPrefs.SetString("EnableSound", "OFF"); } if (EnableReplay) { PlayerPrefs.SetString("EnableReplay", "ON"); } else { PlayerPrefs.SetString("EnableReplay", "OFF"); } if (MinHelp) { PlayerPrefs.SetString("MinHelp", "ON"); } else { PlayerPrefs.SetString("MinHelp", "OFF"); } if (MaxHelp) { PlayerPrefs.SetString("MaxHelp", "ON"); } else { PlayerPrefs.SetString("MaxHelp", "OFF"); } if (TimeHelp) { PlayerPrefs.SetString("TimeHelp", "ON"); } else { PlayerPrefs.SetString("TimeHelp", "OFF"); } PlayerPrefs.SetString("CurrentInputMode", CurrentInputMode.ToString()); PlayerPrefs.Save(); }
protected void SetMode(InputMode mode) { Debug.LogFormat("Setting mode to {0}", mode.ToString()); currentMode = mode; switch (currentMode) { case InputMode.Idle: if (OnChangeToIdleEvent != null) OnChangeToIdleEvent(); break; case InputMode.Properties: if (OnChangeToPropertiesEvent != null) OnChangeToPropertiesEvent(); break; case InputMode.Connect: if (OnChangeToConnectEvent != null) OnChangeToConnectEvent(); break; case InputMode.Drag: if (OnChangeToDragEvent != null) OnChangeToDragEvent(); break; } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); string inputm = ""; do { Dialog.InputBox("Enter input mode", "Input mode:", ref inputm); } while (!Enum.TryParse <InputMode>(inputm, out inputMode)); if (collectingData) { if (Dialog.InputBox("Enter user name", "User name:", ref username) == DialogResult.OK) { try { DateTime dt = DateTime.Now; accessDirectory = username + inputMode.ToString() + " " + dt.Day + "-" + dt.Month + " " + dt.Hour + ";" + dt.Minute; if (Directory.Exists(accessDirectory)) { Console.Out.WriteLine("Directory exists"); this.Exit(); return; } DirectoryInfo di = Directory.CreateDirectory(accessDirectory); } catch (Exception e) { Console.Out.WriteLine("Failed! " + e.StackTrace); this.Exit(); return; } } else { this.Exit(); return; } } kAccess = new KinectAccess(Content, GraphicsDevice); if (inputMode == InputMode.WAND) { wAccess = new WiimoteAccess(); lastWMState = wAccess.GetState(); } Console.Out.WriteLine("We got here"); wandCursor = new WandCursor(this, spriteBatch); camera = new RotatingCamera(this, new Vector3(0, 50, 0), Vector3.Backward, Vector3.Up); camera.YRotation = 0; cloister = new Cloister(this, camera, Vector3.Zero); fillRaster = new RasterizerState(); fillRaster.FillMode = FillMode.Solid; fillRaster.CullMode = CullMode.CullClockwiseFace; wireRaster = new RasterizerState(); wireRaster.FillMode = FillMode.WireFrame; fillRaster.CullMode = CullMode.None; Door door = new Door(this, camera, new Vector3(32, 5.75f, -100), 0); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-47.5f, 5.75f, 185.5f), 0); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(31f, 5.75f, 185.5f), 0); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-245, 101.5f, 349), -MathHelper.PiOver2); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-374, 101.5f, 301.5f), MathHelper.Pi); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-374, 101.5f, 195), MathHelper.Pi); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-374, 101.5f, 88.5f), MathHelper.Pi); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-374, 101.5f, -120), MathHelper.Pi); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-374, 101.5f, -327), MathHelper.Pi); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-320.25f, 101.5f, -380.5f), MathHelper.PiOver2); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(-12, 101.5f, -380.5f), MathHelper.PiOver2); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(296, 101.5f, -380.5f), MathHelper.PiOver2); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(350, 101.5f, -428.5f), MathHelper.Pi); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(348.75f, 101.5f, -327), 0); door.scale = 10; doorList.Add(door); door = new Door(this, camera, new Vector3(349.5f, 101.5f, 153.5f), MathHelper.Pi); door.scale = 10; doorList.Add(door); selDoor = doorList.Count - 1; Trial.InitializeFont(this); }
/// <summary> /// 按键延迟 /// </summary> public void SetKeyboardDelay(InputMode mode, int delay) { win.Dmsoft.SetKeypadDelay(mode.ToString(), delay); }
public void SelectionHandler() { //MouseButtonDown will grab a node and highlight it Debug.Log(currentInputMode.ToString()); switch (currentInputMode) { case InputMode.buildMode: if (Input.GetMouseButtonDown(0)) { canPlaceObject = false; selectedNodesPos.Clear(); camRay = Camera.main.ScreenPointToRay(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane)); if (Physics.Raycast(camRay, out hitInfo)) { mouseToWorld = hitInfo.point; } startNode = AstarPath.active.GetNearest(mouseToWorld).node; startNodePos = AstarPath.active.GetNearest(mouseToWorld).node.position; //Debug.Log("Start " + startNodePos.ToString()); } else if (Input.GetMouseButton(0)) { camRay = Camera.main.ScreenPointToRay(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane)); if (Physics.Raycast(camRay, out hitInfo)) { mouseToWorld = hitInfo.point; } endNode = AstarPath.active.GetNearest(mouseToWorld).node; endNodePos = AstarPath.active.GetNearest(mouseToWorld).node.position; CreateSelectionFromNodes(); CheckObjectPlacement(); //Debug.Log("End " + endNodePos.ToString()); } else if (Input.GetMouseButtonUp(0)) { PlaceBuildingInSelection(); selectedNodesPos.Clear(); canPlaceObject = false; //currentInputMode = InputMode.selectMode; //Debug.Log(selectedNodesPos.Count); } break; case InputMode.selectMode: break; } /*switch(currentInputMode) * { * case InputMode.selectMode: * GetBuildingUnderCursor(); * break; * * case InputMode.buildMode: * if (CheckIfObjectSelected()) * { * GetBuildingUnderCursor(); * MoveObjectToCursor(); * canPlaceObject = CheckBuildingPlacement(); * PlaceBuilding(); * } * break; * * case InputMode.modifyMode: * if (CheckIfObjectSelected()) * { * GetBuildingUnderCursor(); * MoveModToBuilding(); * //canPlaceObject = CheckModPlacement(); * AttachMod(); * } * break; * * case InputMode.tileMode: * break; * }*/ }
public void SetMouseDelay(InputMode mode, int delay) { win.Dmsoft.SetMouseDelay(mode.ToString(), delay); }
public void ChangeInputMode(InputMode targetMode) { Debug.Log("[GameManager]\tChanging mode from " + mode.ToString() + " to " + targetMode.ToString()); previousMode = mode; mode = targetMode; }