private void Start() { tag = "Player"; trans = transform; StageManager sManager = StageManager.Instance; if (sManager) { sManager.PlayerTracker.Target = trans; sManager.BgPlacer.Target = trans; swipe = sManager.Swipe; if (swipe) { swipe.OnSwiping.RemoveListener(OnSwiping); swipe.OnSwiping.AddListener(OnSwiping); swipe.OnStartedSwipe.RemoveListener(OnStartedSwipe); swipe.OnStartedSwipe.AddListener(OnStartedSwipe); swipe.OnEndedSwipe.RemoveListener(OnEndedSwipe); swipe.OnEndedSwipe.AddListener(OnEndedSwipe); } flick = sManager.Flick; if (flick) { flick.OnFlick.RemoveListener(OnFlick); flick.OnFlick.AddListener(OnFlick); } } }
void Awake() { //Set up UI canvas = FindObjectOfType <Canvas>(); controllersUI = canvas.GetComponent <ControllersUI>(); gameUI = canvas.GetComponent <GameUI>(); //Find map, player, and equip weapon mapGen = FindObjectOfType <MapGenerator>().GetComponent <MapGenerator>(); Map map = mapGen.map; currentPlayer = (Player)Instantiate(startPlayer, mapGen.CoordToPosition(map.mapSize.x / 2, 2), Quaternion.identity); weaponManager = currentPlayer.transform.GetComponent <WeaponManager>(); playerCurrentWeapon = weaponManager.EquipWeapon(weaponManager.startingWeaponIndex); //playerCurrentWeapon = weaponManager.allWeapons[weaponManager.startingWeaponIndex]; //Setup audio Transform audioManager = FindObjectOfType <AudioManager>().transform; audioManager.position = currentPlayer.transform.position; audioManager.rotation = currentPlayer.transform.rotation; audioManager.parent = currentPlayer.transform; //Set up controllers SwipeDetector swipeDetect = currentPlayer.GetComponent <SwipeDetector>(); swipeDetect.aimJoystickArea = controllersUI.AimJoystickArea; swipeDetect.aimJoystickRect = controllersUI.AimJoystickRect; swipeDetect.attackJoystickRect = controllersUI.AttackJoystickRect; swipeDetect.changeWeaponJoystickRect = controllersUI.ChangeWeaponRect; //Camera.main.GetComponent<CameraController>().SetTarget(currentPlayer.transform); Camera.main.GetComponent <CameraFollow>().SetTarget(currentPlayer.transform); }
// Use this for initialization void Start() { stateMachine = new StateMachine(false); BoardManager.Instance.Init(); stateMachine.AddState(STATE_PRE_GAME, new List <int>() { STATE_IDLE }, preGameEnterHandler, preGameUpdateHandler, preGameExitHandler); stateMachine.AddState(STATE_INIT_BOARD, new List <int>() { STATE_PRE_GAME }, initBoardEnterHandler, initBoardUpdateHandler, initBoardExitHandler); stateMachine.AddState(STATE_IDLE, new List <int>() { STATE_INIT_BOARD, STATE_SPAWN_TILES }, idleEnterHandler, idleUpdateHandler, idleExitHandler); stateMachine.AddState(STATE_SPAWN_TILES, new List <int>() { STATE_IDLE, STATE_MOVE_TILES }, spawnTilesEnterHandler, spawnTilesUpdateHandler, spawnTilesExitHandler); stateMachine.AddState(STATE_MOVE_TILES, new List <int>() { STATE_IDLE }, moveTilesEnterHandler, moveTilesUpdateHandler, moveTilesExitHandler); stateMachine.SetInitialState(STATE_PRE_GAME); //deterministic (if needed) random number generator Random.seed = (int)System.DateTime.Now.Ticks; transform.position = new Vector3(-BoardManager.Instance.NumColumns * TileBehaviour.DISTANCE_BETWEEN_TILES_X / 2.0f + TileBehaviour.DISTANCE_BETWEEN_TILES_X * 0.5f, -BoardManager.Instance.NumRows * TileBehaviour.DISTANCE_BETWEEN_TILES_Y / 2.0f + TileBehaviour.DISTANCE_BETWEEN_TILES_Y * 0.5f); swipeDetector = GetComponent <SwipeDetector>(); }
private void Awake() { _endPoint = gameObject.transform.position; Global.IsAlive = true; KeyMap.Load(); swipeDetector = GameManager.instance.swipeDetector; swipeDetector.onSwipeDetected += OnSwipeDetected; }
private void Awake() { swipeDetector = GetComponent<SwipeDetector> (); swipeDetector.onSwipeContinued = OnSwipeContinued; swipeDetector.useDelta = true; if (invertX) sensitivity.x *= -1.0f; if (invertY) sensitivity.y *= -1.0f; }
private void Awake() { if (SwipeDetector.instance != null) { Destroy(gameObject); return; } SwipeDetector.instance = this; }
// Use this for initialization void Start() { WorldGestion = GameObject.Find ("WorldGestion"); WorldController = (World)WorldGestion.GetComponent(typeof(World)); TouchDetector = GameObject.Find ("TouchDetector"); SwipeScript = (SwipeDetector)TouchDetector.GetComponent(typeof(SwipeDetector)); Player = GameObject.Find ("player"); playerScript = (playerController)Player.GetComponent(typeof(playerController)); }
override protected void Start() { base.Start(); controller = GetComponent <PlayerController>(); gunController = GetComponent <GunController>(); swipeControl = GetComponent <SwipeDetector>(); animator = GetComponent <Animator>(); viewCamera = Camera.main; }
public void Init() { _swipeDetector = new SwipeDetector(); _swipeDetector.OnSwipe += SwipeDetector_OnSwipe; _swipeAction = new SwipeAction(); //TODO: Remove this. Input should be enabled from game controller. EnableInput(); }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
public void RestartGame() { SwipeDetector.ClearOnSwipeListeners(); ScoreManager.ResetCurrentScore(); GameplayManager.StartNewGame(); UIManager.ShowPanel(PanelType.InGame); UIManager.HidePanel(PanelType.GameOver); Time.timeScale = gameplayTimeScale; }
override protected void Start() { base.Start(); controller = GetComponent <PlayerController>(); weaponManager = GetComponent <WeaponManager>(); swipeControl = GetComponent <SwipeDetector>(); anim = GetComponentInChildren <Animator>(); viewCamera = Camera.main; spawnRect.SetOwner(transform); anim.SetInteger("weaponNum", weaponManager.EquipWeapon(weaponManager.startingWeaponIndex).weaponNum); }
private void MovementWithChangeDirection() { var movementDirectionFromInput = SwipeDetector.GetDirectionFromSwipes(); if (movementDirectionFromInput != Vector3.zero) { if (MovementDirection != Vector3.zero) { transform.position = new Vector3(Mathf.Round(transform.position.x), Mathf.Round(transform.position.y), Mathf.Round(transform.position.z)); } MovementDirection = movementDirectionFromInput; } if (MovementDirection == Vector3.zero) { return; } if (animationSequence.Any()) { animationSequence.ForEach(a => a.Kill()); animationSequence.Clear(); transform.localScale = Vector3.one; transform.position = new Vector3(Mathf.Round(transform.position.x), Mathf.Round(transform.position.y), Mathf.Round(transform.position.z)); } var newPositionInfo = MovementUtils.GetPosition(transform, MovementDirection, PlayerSpeed, positionOnPreviousFrame); transform.position = newPositionInfo.newPosition; if (newPositionInfo.nextTile?.TileType == TileType.Wall) { if (MovementUtils.CheckSpikesCollision(newPositionInfo.nextTile, MovementDirection)) { //var camera = GamePlayPrefabsSettings.Prefabs.MainCamera; //camera.transform.SetParent(null); GameplaySettings.MainCamera.transform.SetParent(null); Destroy(transform.gameObject); } else { animationSequence = MovementUtils.DoWallCollisionAnimation(MovementDirection, transform, wallCollisionAnimationSpeed); animationSequence[0].AppendCallback(() => animationSequence.Clear()); MovementDirection = Vector3.zero; WallCollisionEvent(gameObject); } } positionOnPreviousFrame = transform.position; }
// Start is called before the first frame update void Start() { detector = new ClassicSwipeDetector(); swipeRight = delegate { Debug.Log("swipe right"); transform.position += Vector3.right / 20; }; swipeLeft = delegate { Debug.Log("swipe left"); transform.position += Vector3.left / 20; }; }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } if (isLocalPlayer && character != null) { int i = character.x; int j = character.y; if (SwipeDetector.GetSwipeUp()) { if (j + 1 < y && g.areConnected(matrix[i, j], matrix[i, j + 1])) { player.transform.position = player.transform.position + transform.up * gap; character.y = character.y + 1; } SwipeDetector.GestureCompleted(); } if (SwipeDetector.GetSwipeDown()) { if (j - 1 >= 0 && g.areConnected(matrix[i, j], matrix[i, j - 1])) { player.transform.position = player.transform.position + transform.up * -gap; character.y = character.y - 1; } SwipeDetector.GestureCompleted(); } if (SwipeDetector.GetSwipeRight()) { if (i + 1 < x && g.areConnected(matrix[i, j], matrix[i + 1, j])) { player.transform.position = player.transform.position + transform.right * gap; character.x = character.x + 1; } SwipeDetector.GestureCompleted(); } if (SwipeDetector.GetSwipeLeft()) { if (i - 1 >= 0 && g.areConnected(matrix[i, j], matrix[i - 1, j])) { player.transform.position = player.transform.position + transform.right * -gap; character.x = character.x - 1; } SwipeDetector.GestureCompleted(); } } }
private void Awake() { swipeDetector = GetComponent <SwipeDetector> (); swipeDetector.onSwipeContinued = OnSwipeContinued; swipeDetector.useDelta = true; if (invertX) { sensitivity.x *= -1.0f; } if (invertY) { sensitivity.y *= -1.0f; } }
// Use this for initialization void Start() { //PrefabSpawner.onScrumhalfSpawned += ScrumHalfSpawned; //PrefabSpawner.onScrumhalfDestroyed += ScrumHalfDestroyed; CatchBall_Test.onKickBallSpawned += KickBallSpawned; if (catchBallObject != null) { CatchBall = GameObject.FindWithTag(catchBallObject); catchScript = CatchBall.GetComponent <CatchBall_Test> (); } swipeScript = gameObject.GetComponent <SwipeDetector> (); hasKicked = false; }
// Funkcje wykrywajace kolizje znajduja sie w skryptach: Taker i Destroyer // OnCollisionExit2D (wykrywajacy koniec kolizji) nie dziala w przypadku gdy obiekt kolidujacy // zostaje zniszczony, a OnCollisionStay2D(gdy kolizja trwa) nie zostaje wywolany bo nie ma juz obiektu kolidujacego // wiec w ramach zastepstwa: to daje 'efekt' wyjscia z kolizji, ktorej już nie ma. private void EndCollision(string collider) { SwipeDetector swipedObject = gameObject.GetComponent <SwipeDetector>(); if (collider == "Taker") { GameObject.Find(collider).GetComponent <Transform>().localScale = new Vector2(1.0f, 1.0f); swipedObject.colliding = false; swipedObject.whichCollider = "none"; } else if (collider == "Destroyer") { GameObject.Find(collider).GetComponent <Transform>().localScale = new Vector2(1.0f, 1.0f); swipedObject.colliding = false; swipedObject.whichCollider = "none"; } }
/// <summary> /// Setup builds an XN Context, Session Manager and all the detectors. /// It also adds the callbacks for the SessionManager and adds the listeners on the Broadcaster. /// </summary> private void Setup() { //build the context Context = new Context(CONFIG); //build session manager SeshManager = new SessionManager(Context, "RaiseHand", "RaiseHand"); SeshManager.SetQuickRefocusTimeout(15000); //build the detectors Pushy = new PushDetector(); Swipy = new SwipeDetector(); //setup all the callbacks SetupCallbacks(); SeshManager.SessionStart += SessionStarted; //add the flow router to the session SeshManager.AddListener(Pushy); SeshManager.AddListener(Swipy); }
public void InitSimpleButton(string title, SwipeDetector.directions direction) { if (direction == SwipeDetector.directions.NONE || direction == SwipeDetector.directions.LEFT) button.gameObject.SetActive(true); else button.gameObject.SetActive(false); this.direction = direction; simpleButton.SetActive(true); simpleButtonTitle.text = title; Time.timeScale = 0; print("direction" + direction); if (direction == SwipeDetector.directions.UP) { hand.gameObject.SetActive(true); hand.updateMode = AnimatorUpdateMode.UnscaledTime; hand.Play("swipeUp",0,0); } else if (direction == SwipeDetector.directions.DOWN) { hand.gameObject.SetActive(true); hand.updateMode = AnimatorUpdateMode.UnscaledTime; hand.Play("swipeDown", 0, 0); } else if (direction == SwipeDetector.directions.RIGHT) { hand.gameObject.SetActive(true); hand.updateMode = AnimatorUpdateMode.UnscaledTime; hand.Play("tap", 0, 0); } else if (direction == SwipeDetector.directions.LEFT) { hand.gameObject.SetActive(true); hand.updateMode = AnimatorUpdateMode.UnscaledTime; hand.Play("fuckyou", 0, 0); buttonField.text = "F**K YOU!"; } else { hand.gameObject.SetActive(false); } }
// Use this for initialization void Start() { moveCounter = GameObject.Find("MoveCounter").GetComponent <MoveCounter>(); swipeDetector = new GameObject().AddComponent <SwipeDetector>(); menuManager = GameObject.Find("Menu Manager").GetComponent <MenuManager>(); colorModel = GameObject.Find("RGB Diagram").GetComponent <ColorModel> (); closeIngameUI(); //Get instance of GameData created on start screen data = GameObject.Find("GameData").GetComponent <GameData>(); data.deserialize(); //Initialize AudioSource audioSource = gameObject.AddComponent <AudioSource>(); deathSound = Resources.Load("Audio/death", typeof(AudioClip)) as AudioClip; endLevelSound = Resources.Load <AudioClip>("Audio/Home2"); restartSound = Resources.Load <AudioClip>("Audio/restart"); audioSettings = GameObject.Find("Audio").GetComponent <AudioControl>(); }
public HandData() : base() { Console.WriteLine("Constructing MyCanvas"); pushDetector = new PushDetector(); swipeDetector = new SwipeDetector(); steadyDetector = new SteadyDetector(); flowRouter = new FlowRouter(); broadcaster = new Broadcaster(); broadcaster.AddListener(pushDetector); broadcaster.AddListener(flowRouter); pushDetector.Push += new EventHandler<VelocityAngleEventArgs>(pushDetector_Push); steadyDetector.Steady += new EventHandler<SteadyEventArgs>(steadyDetector_Steady); swipeDetector.GeneralSwipe += new EventHandler<DirectionVelocityAngleEventArgs>(swipeDetector_GeneralSwipe); PrimaryPointCreate += new EventHandler<HandFocusEventArgs>(MyCanvas_PrimaryPointCreate); PrimaryPointDestroy += new EventHandler<IdEventArgs>(MyCanvas_PrimaryPointDestroy); PrimaryPointUpdate += new EventHandler<HandEventArgs>(MyCanvas_PrimaryPointUpdate); OnUpdate += new EventHandler<UpdateMessageEventArgs>(MyCanvas_OnUpdate); }
private void CreateAndRun() { m_context = new Context(@"data\openNI.xml"); m_imageGenerator = new ImageGenerator(m_context); m_depthGenerator = new DepthGenerator(m_context); SessionManager sessionManager = new SessionManager(m_context, "Wave", "RaiseHand"); // update the state Dispatcher.BeginInvoke(() => { State = SessionState.Idle; }); sessionManager.SessionStart += SessionManager_SessionStart; sessionManager.SessionEnd += SessionManager_SessionEnd; PointControl pointControl = new PointControl(); pointControl.PrimaryPointCreate += PointControl_PrimaryPointCreate; pointControl.PrimaryPointDestroy += PointControl_PrimaryPointDestroy; pointControl.PrimaryPointUpdate += PointControl_PrimaryPointUpdate; SwipeDetector swipeDetector = new SwipeDetector(); swipeDetector.UseSteady = true; swipeDetector.SwipeLeft += SwipeDetector_SwipeLeft; swipeDetector.SwipeRight += SwipeDetector_SwipeRight; PointDenoiser denoiser = new PointDenoiser(); denoiser.AddListener(pointControl); denoiser.AddListener(swipeDetector); sessionManager.AddListener(denoiser); while (m_running) { m_context.WaitAndUpdateAll(); sessionManager.Update(m_context); } }
public MyBox(System.Windows.Forms.Panel box, string name) : base() { this.name = name; this.box = box; pushDetector = new PushDetector(); swipeDetector = new SwipeDetector(); steadyDetector = new SteadyDetector(); flowRouter = new FlowRouter(); broadcaster = new Broadcaster(); broadcaster.AddListener(pushDetector); broadcaster.AddListener(flowRouter); pushDetector.Push += new PushDetector.PushHandler(pushDetector_Push); steadyDetector.Steady += new SteadyDetector.SteadyHandler(steadyDetector_Steady); swipeDetector.GeneralSwipe += new SwipeDetector.GeneralSwipeHandler(swipeDetector_GeneralSwipe); PrimaryPointCreate += new PrimaryPointCreateHandler(MyBox_PrimaryPointCreate); PrimaryPointDestroy += new PrimaryPointDestroyHandler(MyBox_PrimaryPointDestroy); OnUpdate += new UpdateHandler(MyBox_OnUpdate); }
void OnSwipe(SwipeDetector.directions direction) { if (Game.Instance.gameManager.state == GameManager.states.TUTORIAL) return; if ( Game.Instance.state != Game.states.PLAYING ) return; switch (direction) { case SwipeDetector.directions.UP: if (character.hero.state == Hero.states.SORETE) return; if (!character.CantMoveUp && lanes.TryToChangeLane(true)) character.MoveUP(); break; case SwipeDetector.directions.DOWN: if (character.hero.state == Hero.states.SORETE) return; if (!character.CantMoveDown && lanes.TryToChangeLane(false)) character.MoveDown(); break; case SwipeDetector.directions.RIGHT: if (character.hero.state == Hero.states.SORETE) return; character.Dash(); break; } }
public MyBox(System.Windows.Forms.Panel box, string name) : base() { this.name = name; this.box = box; pushDetector = new PushDetector(); swipeDetector = new SwipeDetector(); steadyDetector = new SteadyDetector(); flowRouter = new FlowRouter(); broadcaster = new Broadcaster(); broadcaster.AddListener(pushDetector); broadcaster.AddListener(flowRouter); pushDetector.Push +=new EventHandler<VelocityAngleEventArgs>(pushDetector_Push); steadyDetector.Steady += new EventHandler<SteadyEventArgs>(steadyDetector_Steady); swipeDetector.GeneralSwipe += new EventHandler<DirectionVelocityAngleEventArgs>(swipeDetector_GeneralSwipe); PrimaryPointCreate += new EventHandler<HandFocusEventArgs>(MyBox_PrimaryPointCreate); PrimaryPointDestroy += new EventHandler<IdEventArgs>(MyBox_PrimaryPointDestroy); OnUpdate += new EventHandler<UpdateMessageEventArgs>(MyBox_OnUpdate); }
public MyBox(System.Windows.Forms.Panel box, string name) : base() { this.name = name; this.box = box; pushDetector = new PushDetector(); swipeDetector = new SwipeDetector(); steadyDetector = new SteadyDetector(); flowRouter = new FlowRouter(); broadcaster = new Broadcaster(); broadcaster.AddListener(pushDetector); broadcaster.AddListener(flowRouter); pushDetector.Push += new EventHandler <VelocityAngleEventArgs>(pushDetector_Push); steadyDetector.Steady += new EventHandler <SteadyEventArgs>(steadyDetector_Steady); swipeDetector.GeneralSwipe += new EventHandler <DirectionVelocityAngleEventArgs>(swipeDetector_GeneralSwipe); PrimaryPointCreate += new EventHandler <HandFocusEventArgs>(MyBox_PrimaryPointCreate); PrimaryPointDestroy += new EventHandler <IdEventArgs>(MyBox_PrimaryPointDestroy); OnUpdate += new EventHandler <UpdateMessageEventArgs>(MyBox_OnUpdate); }
// Update is called once per frame void Update() { instance = this; if (Input.GetKeyDown(KeyCode.Space)) { OnSwipeDown(); } foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { fingerUp = touch.position; fingerDown = touch.position; } //Detects Swipe while finger is still moving if (touch.phase == TouchPhase.Moved) { if (!detectSwipeOnlyAfterRelease) { fingerDown = touch.position; } } //Detects swipe after finger is released if (touch.phase == TouchPhase.Ended) { fingerDown = touch.position; checkSwipe(); } } if (Input.GetKeyDown(KeyCode.Space)) { OnSwipeDown(); } }
//private static bool showDefaultFlag=false; void Awake() { instance = (SwipeDetector)target; }
void Start () { sd = this.GetComponent<SwipeDetector>(); }
/// <summary> /// Setup builds an XN Context, Session Manager and all the detectors. /// It also adds the callbacks for the SessionManager and adds the listeners on the Broadcaster. /// </summary> private void Setup() { //build the context Context = new Context(CONFIG); //build session manager SeshManager = new SessionManager(Context,"RaiseHand","RaiseHand"); SeshManager.SetQuickRefocusTimeout(15000); //build the detectors Pushy = new PushDetector(); Swipy = new SwipeDetector(); //setup all the callbacks SetupCallbacks(); SeshManager.SessionStart += SessionStarted; //add the flow router to the session SeshManager.AddListener(Pushy); SeshManager.AddListener(Swipy); }
void Start() { InitializeCharacter (); context = new Context (XML_SETUP_FILE); sessionManager = new SessionManager(context, "Wave", "RaiseHand"); depthGenerator = context.FindExistingNode(NodeType.Depth) as DepthGenerator; handsGenerator = context.FindExistingNode(NodeType.Hands) as HandsGenerator; //image = context.FindExistingNode(NodeType.Image) as ImageGenerator; //gesture = context.FindExistingNode(NodeType.Gesture) as GestureGenerator; if (depthGenerator == null) throw new Exception("Viewer must have a depth node!"); //if (gesture == null) throw new Exception("Viewer must have a gesture node!"); //if (image == null) throw new Exception("Viewer must have a image node!"); userGenerator = new UserGenerator (context); skeletonCapability = userGenerator.SkeletonCapability; poseDetectionCapability = userGenerator.PoseDetectionCapability; calibPose = skeletonCapability.CalibrationPose; //gestureGenerator = new GestureGenerator(context); foreach (String s in poseDetectionCapability.GetAllAvailablePoses()) Debug.LogWarning("available pose found: " +s); //foreach (String s in gestureGenerator.EnumerateAllGestures()) // Debug.LogWarning("available gesture found: " + s); //gestureGenerator.GestureRecognized += HandleGestureGestureRecognized; //gesture.AddGesture("Click"); //gestureGenerator.AddGesture("RaiseHand"); //seems buggy //gestureGenerator.AddGesture("Wave"); swipeDetector = new SwipeDetector(); //steadyDetector = new SteadyDetector();//(3, 1f); //swipeDetector.SwipeLeft += HandleSwipeDetectorSwipeLeft; //Session Managment sessionManager.SessionStart += HandleSessionManagerSessionStart; sessionManager.SessionEnd += HandleSessionManagerSessionEnd; //User Generator userGenerator.NewUser += HandleUserGeneratorNewUser; userGenerator.LostUser += HandleUserGeneratorLostUser; poseDetectionCapability.PoseDetected += HandlePoseDetectionCapabilityPoseDetected; skeletonCapability.CalibrationEnd += HandleSkeletonCapabilityCalibrationEnd; skeletonCapability.SetSkeletonProfile (SkeletonProfile.All); skeletonCapability.SetSmoothing(.5f); // give us some smooothing //Start generating userGenerator.StartGenerating(); //handsGenerator.MirrorCapability.SetMirror(true); // TODO: should this be true? handsGenerator.StartGenerating(); //gestureGenerator.StartGenerating(); //slider selector //selectableSlider2D = new SelectableSlider2D(Screen.width, Screen.height); //selectableSlider2D.ValueChange += HandleSelectableSlider2DValueChange; //selectableSlider2D.ItemHover += HandleSelectableSlider2DItemHover; //selectableSlider2D.ItemSelect += HandleSelectableSlider2DItemSelect; pointDenoiser = new PointDenoiser(); pointDenoiser.AddListener(swipeDetector); //pointDenoiser.AddListener(steadyDetector); //pointDenoiser.AddListener(selectableSlider2D); //flowRouter = new FlowRouter(); //flowRouter.ActiveListener = pointDenoiser; sessionManager.AddListener(pointDenoiser); MapOutputMode mapMode = depthGenerator.MapOutputMode; // Init depth & label map related stuff usersMapSize = mapMode.XRes * mapMode.YRes; //usersLabelTexture = new Texture2D(mapMode.XRes, mapMode.YRes); //nonPOT slow usersLabelTexture = new Texture2D(1024,512); //speed up by using power of two and then setpixel() with blockwidth (640) and blockheight (480) usersMapColors = new Color[usersMapSize]; usersMapRect = new Rect(Screen.width - usersLabelTexture.width / 2, Screen.height - usersLabelTexture.height / 2, usersLabelTexture.width / 2, usersLabelTexture.height / 2); usersLabelMap = new short[usersMapSize]; usersDepthMap = new short[usersMapSize]; usersHistogramMap = new float[5000]; this.shouldRun = true; if (NiteInitializingEvent != null) //notify others that we're done initializing NiteInitializingEvent(this, EventArgs.Empty); }
void OnSwipe(SwipeDetector.directions dir) { Lanes lanes = Game.Instance.GetComponent<LevelsManager>().lanes; if (dir.ToString() == direction.ToString()) { if (dir == SwipeDetector.directions.UP) { lanes.TryToChangeLane(true); character.MoveUP(); hand.gameObject.SetActive(false); } else if (dir == SwipeDetector.directions.DOWN) { lanes.TryToChangeLane(false); character.MoveDown(); hand.gameObject.SetActive(false); } else if (dir == SwipeDetector.directions.RIGHT) { character.Dash(); hand.gameObject.SetActive(false); } SimpleButtonOk(); } }
private void Awake() { swipeDetector = FindObjectOfType <SwipeDetector>(); }
void SwipeHappened(SwipeDetector.SwipeType type) { if(!InputPressed && !SwitchingLanes) { if(type == SwipeDetector.SwipeType.Left) { SwitchLanes(-1); } else if(type == SwipeDetector.SwipeType.LeftLong) { SwitchLanes(-2); }else if(type == SwipeDetector.SwipeType.Right) { SwitchLanes(1); } else if(type == SwipeDetector.SwipeType.RightLong) { SwitchLanes(2); } } }
void Awake() { instance = this; }
private void Awake() { swipeDetector = GetComponent <SwipeDetector>(); swipeDetector.enabled = false; }
void Start() { swipeDetector = GetComponent <SwipeDetector>(); arromKeysDetector = GetComponent <ArrowKeysDetector>(); }
public void OnCollisionEnter2D(Collision2D col) { scale.localScale = new Vector2(1.2f, 1.2f); swipeSeed = col.gameObject.GetComponent <SwipeDetector>(); }
// Use this for initialization void Awake() { this.basicDetector = this.GetComponent<BasicDetector>(); this.swipeDetector = this.GetComponent<SwipeDetector>(); this.Disable(); }
private void Awake() { swipeDetector = GetComponent <SwipeDetector>(); }
void Start() { swipeDetecor = FindObjectOfType <SwipeDetector>(); transform.position = new Vector3(transform.position.x, transform.position.y, 10f); SetPlateState(); }
void OnCollisionEnter2D(Collision2D col) // wykrywam kolizje { scale.localScale = new Vector2(1.2f, 1.2f); // powiekszam sie swipeSeed = col.gameObject.GetComponent <SwipeDetector>(); // biore swipe detectora by wyslac mu wiadomosc o aktualnym stanie kolizji. } // na podstawie wyslanych mu informacji sprawdzam gdzie zostal dropniety seed.