Exemple #1
0
 void FixedUpdate()
 {
     if (joycons.Count > 0)
     {
         Joycon j = joycons [jc_ind];
         if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
         {
             ActiveBag.Throw(j);
         }
         if (j.GetButtonDown(Joycon.Button.DPAD_UP))
         {
             ActiveBag.Reset();
         }
         if (j.GetButton(Joycon.Button.DPAD_LEFT))
         {
             ActiveBag.Move(false);
         }
         if (j.GetButton(Joycon.Button.DPAD_RIGHT))
         {
             ActiveBag.Move(true);
         }
         if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
         {
             ActiveBag = gameObject.AddComponent <Application.Bag>();
         }
         // if (j.GetButton(Joycon.Button.STICK)) {
         //  var stickX = j.GetStick()[0];
         //  if (Mathf.Abs(stickX) > 0.2) {
         //      rotateBag(stickX);
         //  }
         // }
     }
 }
 public static bool GetJoyConButtonDown(Joycon.Button button, bool isUsingRightJoyCon = true)
 {
     if (isUsingRightJoyCon)
     {
         if (m_joyconR == null)
         {
             return(false);
         }
         else
         {
             return(m_joyconR.GetButtonDown(button));
         }
     }
     else
     {
         if (m_joyconL == null)
         {
             return(false);
         }
         else
         {
             return(m_joyconL.GetButtonDown(button));
         }
     }
 }
Exemple #3
0
    private void mouvementJoycon()
    {
        // Pour changer de mode de controle.
        if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
        {
            mode = (int)ModeControles.DETECTION;
        }

        if (j.GetButtonDown(Joycon.Button.DPAD_UP))
        {
            mode = (int)ModeControles.ANALOGIQUE;
        }

        if (mode == (int)ModeControles.DETECTION)
        {
            accel = j.GetAccel();

            //Arrondissement à la décimale inférieure (pour limiter les tremblements)
            float x = (float)((int)(accel.x * 100)) / 100;
            float y = (float)((int)(accel.y * 100)) / 100;

            gameObject.transform.rotation = Quaternion.Euler(y * vitesse, 180, x * vitesse);
        }
        else if (mode == (int)ModeControles.ANALOGIQUE)
        {
            stick = j.GetStick();
            gameObject.transform.rotation = Quaternion.Euler(-j.GetStick()[0] * vitesse, 180, -j.GetStick()[1] * vitesse);
        }
    }
Exemple #4
0
 void WhoAmI()
 {
     if (current.GetButtonDown(Joycon.Button.MINUS) || current.GetButtonDown(Joycon.Button.PLUS))
     {
         print("Player" + (playerName + 1));
         StartCoroutine(slowVibrations());
     }
 }
Exemple #5
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycons.Count > 0)
        {
            j = joycons[jc_ind];
            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
            }
            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 released");
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            if (j.GetButton(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 held");
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(30, 130, 2f, 100);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation    = j.GetVector();
            orientation    = Quaternion.Inverse(new Quaternion(orientation.x, orientation.z, orientation.y, orientation.w));
            orientationXYZ = orientation.eulerAngles;
            orientationXYZ = new Vector3(orientationXYZ.x, orientationXYZ.y, orientationXYZ.z);
            gameObject.transform.localRotation = Quaternion.Euler(orientationXYZ);
        }
    }
Exemple #6
0
    void Input()
    {
        Joycon j = joycons[jcIndex];

        //Al pulsar el boton PLUS o MINUS (depende del mando que se este usando)
        if (j.GetButtonDown(Joycon.Button.PLUS) || j.GetButtonDown(Joycon.Button.MINUS))
        {
            //Activa el booleano para poder recoger la aceleracion en ColletData
            pressed = true;

            // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
            j.Recenter();
        }
    }
    private void handleInput()
    {
        // If both buttons are pressed
        if (rightJoycon.GetButton(Joycon.Button.SR) && leftJoycon.GetButton(Joycon.Button.SL))
        {
            // Begin recording
            if (!recording)
            {
                BeginRecording();
                Debug.Log("Start Recording");
            }
        }
        // If the buttons are let go
        else
        {
            // Stop recording
            if (recording)
            {
                EndRecording();
                Debug.Log("End Recording" + " | Count: " + recordingBuffer.Count);
            }
        }

        if (rightJoycon.GetButtonDown(Joycon.Button.HOME) && recordingBuffer.Count > 0)
        {
            gesture.data.Add(new List <Gesture.DataPoint>(recordingBuffer));
            gesture.SaveData();
            Debug.Log(gesture.GetStatus());
            recordingBuffer.Clear();
        }
    }
Exemple #8
0
    void FixedUpdate()
    {
        if (joycons.Count > 0)
        {
            Joycon j = joycons [jc_ind];
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 released");
                rb.useGravity = true;
                //Debug.Log (transform.forward);
                accel = j.GetAccel();

                Debug.Log(accel);
                // Joycon x axis is the same as Unity's y axis
                float upForce = System.Math.Abs(accel.x);
                // Joycon z axis is the same as Unity's z axis
                float   forwardForce = System.Math.Abs(accel.z);
                Vector3 force        = new Vector3(0, upForce, forwardForce) * thrust;
                rb.AddForce(force);
            }
            if (j.GetButtonDown(Joycon.Button.DPAD_UP))
            {
                reset();
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (isMoving)
        {
            transform.position = new Vector3(playerTrfm.position.x + posXfromPlayer, transform.position.y, transform.position.z);
            chargeTime        += Time.deltaTime;
            if (chargeTime >= attackInterval)
            {
                Attack();
                chargeTime %= attackInterval;
            }
        }

        // ジョイコンで回転させる
        //rb.MoveRotation(actionInput.GetJoyconAngle() + startAngle);
        //koitan

        if (m_joyconR == null)
        {
            var joycons = JoyconManager.Instance.j;
            m_joyconR = joycons.Find(c => !c.isLeft);
            return;
        }

        if (m_joyconR.GetButtonDown(Joycon.Button.SHOULDER_2))
        {
            m_joyconR.Recenter();
        }
    }
Exemple #10
0
    // Update is called once per frame
    void Update()
    {
        if (joycons == null || joycons.Count <= 0)
        {
            Debug.Log("null");
            return;
        }

        GetAngles();

        float accel = GetMagnitudeOfAccel();

//		Debug.Log(accel);

        // prevent calling ScatterAsh() more than once by using didScattered
        if (accel >= 2.0f && didScattered == false)
        {
            ScatterAsh();
//			Debug.Log("Scatter");
            didScattered = true;
        }

        if (accel < 2.0f)
        {
            didScattered = false;
        }

        if (joycon.GetButtonDown(Joycon.Button.DPAD_UP))
        {
            Retry();
        }
    }
Exemple #11
0
    void ChoixSommetJoycon()
    {
        if (mode == (int)Modes.MODIFICATION)
        {
            /* On peut changer de sommet si aucun n'a été sélectionné */
            if (!sommet.GetComponent <Vertex>().isSelected())
            {
                stick = j.GetStick();

                /* On doit relâcher le stick entre deux changements de sommets. */
                if (stick[1] < 0.5 && stick[1] > -0.5)
                {
                    stickPushed = false;
                }

                /* Si le stick est incliné */
                if ((j.isLeft && stick[1] < -0.5 && !stickPushed) || (!j.isLeft && stick[1] > 0.5 && !stickPushed))
                {
                    sommet.GetComponent <MeshRenderer>().material.color = couleurSommet; // Le sommet précédent redevient de couleur normale.
                    sommet = selection.GetComponent <ChangeMesh>().getNextVertex();      // On récupère le sommet suivant.
                    sommet.GetComponent <MeshRenderer>().material.color = Color.yellow;  // On change la couleur du sommet pour le mettre en évidence.
                    stickPushed = true;
                }
                else if ((!j.isLeft && stick[1] < -0.5 && !stickPushed) || (j.isLeft && stick[1] > 0.5 && !stickPushed))
                {
                    sommet.GetComponent <MeshRenderer>().material.color = couleurSommet;
                    sommet = selection.GetComponent <ChangeMesh>().getPreviousVertex(); // On récupère le sommet précédent.
                    sommet.GetComponent <MeshRenderer>().material.color = Color.yellow;
                    stickPushed = true;
                }

                if ((j.isLeft && j.GetButtonDown(Joycon.Button.DPAD_DOWN)) || (!j.isLeft && j.GetButtonDown(Joycon.Button.DPAD_UP))) // On valide le sommet voulu.
                {
                    sommet.GetComponent <Vertex>().setSelected(true);
                    sommet.GetComponent <MeshRenderer>().material.color = Color.white; // On change à nouveau la couleur.
                }
            }
            else
            {
                if ((!j.isLeft && j.GetButtonDown(Joycon.Button.DPAD_DOWN)) || (j.isLeft && j.GetButtonDown(Joycon.Button.DPAD_UP))) // On déselectionne le sommet.
                {
                    sommet.GetComponent <Vertex>().setSelected(false);
                    sommet.GetComponent <MeshRenderer>().material.color = Color.yellow;
                }
            }
        }
    }
Exemple #12
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycon != null)
        {
            // GetButtonDown checks if a button has been pressed (not held)
            if (joycon.GetButtonDown(Joycon.Button.SHOULDER_1))
            {
                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                joycon.Recenter();
            }

            stick = joycon.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro          = joycon.GetGyro();
            gyroMagnitude = gyro.magnitude;

            // Accel values:  x, y, z axis values (in Gs)
            accel          = joycon.GetAccel();
            accelMagnitude = accel.magnitude;

            // fix rotation
            orientation = joycon.GetVector();
            // orientation = new Quaternion(orientation.x, orientation.z, orientation.y, orientation.w);
            //  Quaternion quat = Quaternion.Inverse(orientation);
            //  Vector3 rot = quat.eulerAngles;
            //  rot += rotationOffset;
            // orientation = Quaternion.Euler(rot);
            //  rotation = orientation.eulerAngles;
            if (joyconType == JoyconManager.JoyconType.left)
            {
                gameObject.transform.rotation = Quaternion.Euler(0, Mathf.Abs(orientation.x) * 180 - 90, 0);
            }

            if (joyconType == JoyconManager.JoyconType.right && accelMagnitude > forceNeeded && !cooldown)
            {
                //#if UNITY_STANDALONE_WIN
                voiceR.Reload();
//#endif
                cooldown = true;
                StartCoroutine(BeenSwung());
            }

            // rumble info
            // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md
            // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
            // (Useful for dynamically changing rumble values.)
            // Then call SetRumble(0,0,0) when you want to turn it off.

            IEnumerator BeenSwung()
            {
                yield return(new WaitForSeconds(cooldownLenght));

                cooldown = false;
            }
        }
    }
Exemple #13
0
 // Update is called once per frame
 void Update()
 {
     if (!bug)
     {
         float lsx = jg.GetStick()[0], lsy = jg.GetStick()[1], rsx = jd.GetStick()[0], rsy = jd.GetStick()[1];
         stickMovements(lsx, lsy, rsx, rsy, 25f);
         //Bouton X pressé et il est encore possible de changer de matériau.
         if (jd.GetButtonDown(Joycon.Button.DPAD_UP) && (changeMat))
         {
             switchMaterial();
         }
         //Bouton A pressé et possibilité de créer un clone.
         if (jd.GetButtonDown(Joycon.Button.DPAD_RIGHT) && (!copy))
         {
             StartCoroutine("createClone");
         }
         //Bouton Flèche haute pressé et il est encore possible de changer de matériau.
         if (jg.GetButtonDown(Joycon.Button.DPAD_UP) && (changeMat))
         {
             Transform canvas = gameObject.transform.GetChild(0).GetChild(0);
             int       nbgen  = canvas.GetComponent <MG_Life_Canvas>().getNbGen();
             canvas.GetComponent <MG_Life_Canvas>().setNbGen(nbgen + 1);
         }
         //Bouton Flèche bas pressé et possibilité de changer de matériau.
         if (jg.GetButtonDown(Joycon.Button.DPAD_DOWN) && (changeMat))
         {
             Transform canvas = gameObject.transform.GetChild(0).GetChild(0);
             int       nbgen  = canvas.GetComponent <MG_Life_Canvas>().getNbGen();
             canvas.GetComponent <MG_Life_Canvas>().setNbGen(nbgen - 1);
         }
         //Bouton B pressé. On supprime tout les clones générés et on peut de nouveau changer de matériau.
         if (jd.GetButtonDown(Joycon.Button.DPAD_DOWN))
         {
             GameObject[] objects = GameObject.FindGameObjectsWithTag("Copy");
             foreach (GameObject go in objects)
             {
                 Destroy(go);
             }
             if (!changeMat)
             {
                 changeMat = true;
             }
         }
     }
 }
Exemple #14
0
        protected virtual void SplashInput()
        {
            if (transform.tag == "Player1" && JoycoCount > 0)
            {
                if (Joycon1_Right.GetButtonDown(Joycon.Button.DPAD_RIGHT) || Input.GetKeyDown(splashInput))
                {
                    cc.Splash(true);
                }
                else if (Joycon1_Right.GetButtonUp(Joycon.Button.DPAD_RIGHT) || Input.GetKeyUp(splashInput))
                {
                    cc.Splash(false);
                }

                //if (Input.GetKeyDown(splashInput) || Input.GetKeyDown(KeyCode.JoystickButton0))
                //    cc.Splash(true);
                //else if (Input.GetKeyUp(splashInput) || Input.GetKeyUp(KeyCode.JoystickButton0))
                //    cc.Splash(false);
            }
            else if (transform.tag == "Player2" && JoycoCount == 4)
            {
                if (Joycon2_Right.GetButtonDown(Joycon.Button.DPAD_RIGHT))
                {
                    cc.Splash(true);
                }
                else if (Joycon2_Right.GetButtonUp(Joycon.Button.DPAD_RIGHT))
                {
                    cc.Splash(false);
                }
            }
            else
            {
                if (Input.GetKeyDown(splashInput))
                {
                    cc.Splash(true);
                }
                else if (Input.GetKeyUp(splashInput))
                {
                    cc.Splash(false);
                }
            }
            //if (m_Input.GetComponent<JoyconInput>().GetTrigger(Joycon.Button.DPAD_RIGHT, m_PlayerIdx, false))
            //{
            //    Debug.Log("s");
            //}
        }
Exemple #15
0
 public bool GetKeyDown(Joycon.Button button, bool isLeft)
 {
     if (isLeft)
     {
         return(m_joyconL.GetButtonDown(button));
     }
     else
     {
         return(m_joyconR.GetButtonDown(button));
     }
 }
 public void TranslateArm()
 {
     if (currentJoycon.GetButtonDown(Joycon.Button.DPAD_UP))
     {
         isTranslateArm     = true;
         transform.position = endCourse.transform.position;
     }
     else if (currentJoycon.GetButtonUp(Joycon.Button.DPAD_UP))
     {
         isTranslateArm     = false;
         transform.position = initPosition;
     }
 }
Exemple #17
0
    private void Mouvements()
    {
        float h, v;

        if (joycons.Count > 0)
        {
            if (j.isLeft)
            {
                h   = -j.GetStick()[1] * vitesseH;
                v   = j.GetStick()[0] * vitesseV;
                aim = j.GetButtonDown(Joycon.Button.DPAD_DOWN);
            }
            else
            {
                h   = j.GetStick()[1] * vitesseH;
                v   = -j.GetStick()[0] * vitesseV;
                aim = j.GetButtonDown(Joycon.Button.DPAD_UP);
            }
        }
        else
        {
            h   = Input.GetAxis("Horizontal") * vitesseH;
            v   = Input.GetAxis("Vertical") * vitesseV;
            aim = Input.GetButtonDown("Fire2");
        }

        /* Pour bloquer la position entre les limites en hauteur. */
        if (transform.position.y <= HauteurMin && v < 0)
        {
            v = 0;
        }
        else if (transform.position.y >= HauteurMax && v > 0)
        {
            v = 0;
        }

        transform.rotation  = Quaternion.Euler(0, h + transform.rotation.eulerAngles.y, 0);
        transform.position += new Vector3(0, v);
    }
 private void FixedUpdate()
 {
     if (joycons.Count > 0)
     {
         Joycon j = joycons[jc_ind];
         if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
         {
             playerController.Attack();
         }
         orientation        = j.GetVector();
         orientation.x     += offset;
         transform.rotation = orientation;
     }
 }
Exemple #19
0
 // Update is called once per frame
 void Update()
 {
     // make sure the Joycon only gets checked if attached
     if (joycons.Count > 0)
     {
         Joycon j = joycons [jc_ind];
         // GetButtonDown checks if a button has been pressed (not held)
         if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
         {
             // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
             j.Recenter();
         }
     }
 }
Exemple #20
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    void FixedUpdate()
    {
        gameObject.transform.rotation = Quaternion.Euler(90, 0, 0) * j.GetVector(); //switch coordinate systems

        if (j.GetButtonDown(Joycon.Button.SHOULDER_1))                              //reset
        // GetStick returns a 2-element vector with x/y joystick components
        {
            Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

            // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
            j.Recenter();
        }

        if (j.GetButtonDown(Joycon.Button.SHOULDER_2))   //capture
        {
            if (currMove != null)
            {
                currMove.StopMove();
                currMove = null;
            }
            else
            {
                RaycastHit hit;
                if (Physics.Raycast(transform.position, transform.forward, out hit))
                {
                    Moveable move = hit.transform.GetComponent <Moveable>();
                    if (move != null)
                    {
                        move.StartMove(j);
                        currMove = move;
                    }
                }
            }
        }

        float[] movement = j.GetStick();
    }
Exemple #21
0
    private void Update()
    {
        var orientation = m_joyconR.GetVector().eulerAngles;
        var angles      = transform.localEulerAngles;

        angles.z = orientation.y;
        transform.localEulerAngles = angles;

        if (m_joyconR.GetButtonDown(Joycon.Button.SHOULDER_2))
        {
            m_joyconR.Recenter();
        }

        transform.position = new Vector3(0, m_joyconR.GetAccel().magnitude - 1, 0);
    }
Exemple #22
0
    private void Update()
    {
        //m_joyconL.SetRumble( 160, 320, 0.6f, 200 ); // 振動
        m_pressedButtonL = null;
        m_pressedButtonR = null;

        if (m_joyconL.GetButtonDown(Joycon.Button.DPAD_RIGHT))
        {
            //	number = Random.Range(0, Train.Length);

            Instantiate(Train[0], transform.position, transform.rotation);
            // 右ボタンが押された
            //	number = Random.Range(0, Train.Length);

            //Instantiate(Train[number], transform.position, transform.rotation);
        }

        if (m_joycons == null || m_joycons.Count <= 0)
        {
            return;
        }

        foreach (var button in m_buttons)
        {
            if (m_joyconL.GetButton(button))
            {
                m_pressedButtonL = button;
            }
            if (m_joyconR.GetButton(button))
            {
                m_pressedButtonR = button;
            }
        }

        if (Input.GetKeyDown(KeyCode.Z))
        {
            m_joyconL.SetRumble(160, 320, 0.6f, 200);
        }
        if (Input.GetKeyDown(KeyCode.X))
        {
            m_joyconR.SetRumble(160, 320, 0.6f, 200);
        }
    }
Exemple #23
0
 public void UseCameraButton()
 {
     // make sure the Joycon only gets checked if attached
     if (joycons.Count > 0)
     {
         Joycon j = joycons [jc_ind];
         if (j.GetButtonDown(Joycon.Button.SHOULDER_1))
         {
             // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
             manager.RecalibrateJoycons();
             SetCanMove(false);
         }
         else if (j.GetButtonUp(Joycon.Button.SHOULDER_1))
         {
             manager.RecalibrateJoycons();
             SetCanMove(true);
         }
     }
 }
Exemple #24
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 // Update is called once per frame
 void Update()
 {
     if (story.activeSelf)
     {
         if (j.GetButtonDown(Joycon.Button.DPAD_DOWN) ||
             j.GetButtonDown(Joycon.Button.DPAD_UP) ||
             j.GetButtonDown(Joycon.Button.DPAD_RIGHT) ||
             j.GetButtonDown(Joycon.Button.DPAD_LEFT))
         {
             SceneManager.LoadScene(scene1Index);
         }
     }
     else
     {
         if (j.GetButtonDown(Joycon.Button.DPAD_DOWN) ||
             j.GetButtonDown(Joycon.Button.DPAD_UP) ||
             j.GetButtonDown(Joycon.Button.DPAD_RIGHT) ||
             j.GetButtonDown(Joycon.Button.DPAD_LEFT))
         {
             story.SetActive(true);
         }
     }
 }
Exemple #25
0
 // Update is called once per frame
 void Update()
 {
     if (joycons.Count > 0)
     {
         //Modifie l'orientation du tampon (Axe Y) selon l'axe Z du gyroscope
         float orientation = j.GetGyro().z;
         if (!jumpMode)
         {
             gameObject.transform.Rotate(new Vector3(0, orientation, 0));
         }
         //Si le bouton "Flèche vers le haut" est pressé et que le tampon n'est pas en plein animation, on fait bouger le tampon.
         if ((j.GetButtonDown(Joycon.Button.DPAD_UP)) && !jumpMode)
         {
             jumpMode = true;
             Debug.Log("JUMP !");
             sInstance.setTamponRotation(gameObject.transform.rotation.eulerAngles.y);
             //Pour que l'animation de mouvement ne se fasse pas instantanément, on utilise
             //une fonction de co-routine jumpAnim et on l'appelle avec StartCoroutine.
             StartCoroutine(jumpAnim());
         }
     }
 }
Exemple #26
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    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycon != null)
        {
            // GetButtonDown checks if a button has been pressed (not held)
            if (joycon.GetButtonDown(Joycon.Button.SHOULDER_1))
            {
                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                joycon.Recenter();
            }

            stick = joycon.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro          = joycon.GetGyro();
            gyroMagnitude = gyro.magnitude;

            // Accel values:  x, y, z axis values (in Gs)
            accel          = joycon.GetAccel();
            accelMagnitude = accel.magnitude;

            // fix rotation
            orientation = joycon.GetVector();
            orientation = new Quaternion(orientation.x, orientation.z, orientation.y, orientation.w);
            Quaternion quat = Quaternion.Inverse(orientation);
            Vector3    rot  = quat.eulerAngles;
            rot        += rotationOffset;
            orientation = Quaternion.Euler(rot);
            rotation    = orientation.eulerAngles;

            // rumble info
            // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md
            // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
            // (Useful for dynamically changing rumble values.)
            // Then call SetRumble(0,0,0) when you want to turn it off.
        }
    }
Exemple #27
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    public bool GetAnyButtonDown()
    {
        if (m_joyconL == null)
        {
            return(false);
        }

        if (m_joyconL.GetButtonDown(Joycon.Button.SHOULDER_1) || m_joyconL.GetButtonDown(Joycon.Button.SHOULDER_2) ||
            m_joyconL.GetButtonDown(Joycon.Button.DPAD_UP) || m_joyconL.GetButtonDown(Joycon.Button.DPAD_DOWN) ||
            m_joyconL.GetButtonDown(Joycon.Button.DPAD_LEFT) || m_joyconL.GetButtonDown(Joycon.Button.DPAD_RIGHT))
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
    void OnTriggerStay2D(Collider2D theCol)
    {
        Joycon j = joycons [jc_ind];

        if (theCol.gameObject.CompareTag("SonObj"))
        {
            //Debug.Log("THIS IS THE BODY");
            //Debug.Log(Vector3.Dot(theCol.transform.up, transform.up));
            if (Vector3.Dot(theCol.transform.up, transform.up) <= -Threshold)
            {
                if (j.GetButtonDown(Joycon.Button.SHOULDER_2) && !isCuttingAnim)
                {
                    Debug.Log("Shoulder button 2 pressed");
                    j.SetRumble(160, 320, 0.6f, 200);
                    Destroy(theCol.gameObject);
                    isCuttingAnim = true;
                }
                else
                {
                    isCuttingAnim = false;
                }
            }
        }
    }
Exemple #29
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 // Update is called once per frame
 void Update()
 {
     if (jd != null)
     {
         //Bouton A (Joycon Droit)
         if (jd.GetButtonDown(Joycon.Button.DPAD_RIGHT))
         {
             if ((!rs) && (!us))
             {
                 StartCoroutine("retractSupport");
             }
         }
         if (jd.GetButtonUp(Joycon.Button.DPAD_RIGHT))
         {
             if (!us)
             {
                 StopCoroutine("retractSupport");
                 if (rs)
                 {
                     rs = false;
                 }
                 StartCoroutine("unleashSupport");
             }
         }
         if (gameObject.transform.position.y > spawnPos.y)
         {
             //On replace le palet exactement à sa position initiale (pour éviter que la bille ne se trouve
             //en dessous du palet lors de sa réapparition suite à une défaite)
             gameObject.transform.position = spawnPos;
         }
     }
     else
     {
         jd = grandfather.getRightJoycon();
     }
 }
Exemple #30
0
    // Update is called once per frame
    void Update()
    {
        Debug.Log(base.state);

        // 進行方向をカメラと同期させる
        //   gameObject.transform.rotation = Soulcamera.transform.rotation;

        //  回転を制限
        gameObject.transform.position = new Vector3(gameObject.transform.position.x, Mathf.Clamp(gameObject.transform.position.y, 0, 0), gameObject.transform.position.z);

        // HPを更新
        hpber.value = soulHP;

        // 前進(joyconR-ZR)
        if (m_joyconR.GetButtonDown(Joycon.Button.SHOULDER_2))
        {
            soulVel = 0.08f; text.text = "前進!";
        }
        if (m_joyconR.GetButtonUp(Joycon.Button.SHOULDER_2))
        {
            soulVel = 0.00f; text.text = "停止中";
        }

        // 憑依状態でYを押すと憑依解除
        if (base.state == CONDITION.POSSESSION && m_joyconR.GetButton(Joycon.Button.DPAD_LEFT))
        {
            //number.transform.parent = null;
            // soulConditionFlag = false;
            base.state = CONDITION.NORMAL;
            number.GetComponent <numbers>().SetCondition(CONDITION.NOTPOSSESSION);
        }

        gameObject.transform.localRotation = new Quaternion(0, -m_joyconL.GetVector().z, 0, m_joyconL.GetVector().w);

        gameObject.transform.Translate(0, 0, soulVel);
    }