/// <summary> /// 根据实体当前的状态,来计算这个实体在本列上是否可以编辑。 /// </summary> /// <param name="dataItem"></param> /// <returns></returns> protected override bool CanEnterEditing(object dataItem) { return(!ReadOnlyMatrix.CheckIsReadOnly(dataItem as Entity, this.Meta)); }
public IRData(Wiimote Owner) : base(Owner) { _ir = new int[4, 8]; _ir_readonly = new ReadOnlyMatrix<int>(_ir); }
public IRData(Wiimote Owner) : base(Owner) { _ir = new int[4, 8]; _ir_readonly = new ReadOnlyMatrix <int>(_ir); }
void Update() { //Connectie wiimote & IR basic setup WiimoteManager.FindWiimotes(); if (!WiimoteManager.HasWiimote()) { return; } wiimote = WiimoteManager.Wiimotes[0]; if (!isInit) { wiimote.SendPlayerLED(playerLeds[0], playerLeds[1], playerLeds[2], playerLeds[3]); wiimote.SetupIRCamera(IRDataType.BASIC); isInit = true; } int response; do { response = wiimote.ReadWiimoteData(); if (response < 0) { Debug.Log("Error: " + response); } } while (response > 0); ReadOnlyMatrix <int> ir = wiimote.Ir.ir; int dotCount = 4; for (int i = 0; i < 4; i++) { if (ir[i, 0] == -1 || ir[i, 1] == -1) { dotCount--; } } if (dotCount < 2) { return; } //Wiimote camera movement float[] pointer = wiimote.Ir.GetPointingPosition(); Vector2 curAnchorMin = IR_pointer.anchorMin; Vector2 curAnchorMax = IR_pointer.anchorMax; IR_pointer.anchorMin = Vector2.SmoothDamp(curAnchorMin, new Vector2(pointer[0], pointer[1]), ref currentVelocity, 0.1f, 1f); IR_pointer.anchorMax = Vector2.SmoothDamp(curAnchorMax, new Vector2(pointer[0], pointer[1]), ref currentVelocity, 0.1f, 1f); if (setupCompleted) { playerCam.transform.LookAt(IR_pointer); if (wiimote != null && wiimote.current_ext != ExtensionController.NONE) { if (wiimote.current_ext == ExtensionController.NUNCHUCK) { nunchuckData = wiimote.Nunchuck; isRunning = nunchuckData.z; } } //Speler status if (!jump) { if (wiimote.Button.b) { jump = true; } } if (!isAirborn && characterController.isGrounded) { //Speler land moveDirection.y = 0f; isJumping = false; } if (!characterController.isGrounded && !isJumping && isAirborn) { //Speler naar beneden forceren moveDirection.y = 0f; } isAirborn = characterController.isGrounded; } }