public override void OnControllerButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { if (down == BEControllerButtons.ButtonPrimary) { m_Animator.SetInteger("State", 1); } }
/** * Primary Button interacts, placing and moving items on the ground, or picking up and throwing the ball. */ public void OnButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { if (down == BEControllerButtons.ButtonPrimary && placementRing.activeSelf && placeObjects.Count() > 0) { GameObject objectToPlace = placeObjects.First(); placeObjects.RemoveAt(0); Vector3 pos = placementRing.transform.position; pos.y += FallHeight; // Fall from above the ground. objectToPlace.transform.position = pos; objectToPlace.SetActive(true); // Reset the object's physics. var objectRigidBody = objectToPlace.GetComponent <Rigidbody>(); if (objectRigidBody) { objectRigidBody.velocity = Vector3.zero; objectRigidBody.angularVelocity = Vector3.zero; } // Clean-up if last object is placed in scene. if (placeObjects.Count() == 0) { OnPlaceHilight(false); foreach (var trigger in worldEventTriggers) { Destroy(trigger); } } } }
public override void OnControllerButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { if (current == BEControllerButtons.ButtonPrimary) { m_Animator.SetTrigger("NextSubState"); } }
public override void OnButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { // Implementing the primary button acceleration if (down == BEControllerButtons.ButtonPrimary) { primaryButtonTimeHeld = 0; StartCoroutine(acclerateUntilUnpress()); } else if (down == BEControllerButtons.ButtonSecondary) { secondaryButtonTimeHeld = 0; StartCoroutine(reverseUntilUnpress()); } if (up == BEControllerButtons.ButtonPrimary) { primaryButtonTimeHeld = -1; Debug.Log("In C OnButtonEvent primary button lifted, setting torque to 0"); m_CarMotionData.motorTorque = 0; } else if (up == BEControllerButtons.ButtonSecondary) { Debug.Log("In C OnButtonEvent secondary button lifted setting torque to 0"); secondaryButtonTimeHeld = -1; m_CarMotionData.motorTorque = 0; } }
private static void ControllerButtonEventCallback(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { if (BridgeEngineUnity.main != null && BridgeEngineUnity.main.onControllerButtonEvent != null) { BridgeEngineUnity.main.onControllerButtonEvent.Invoke(current, down, up); } }
/** * Primary Button should advance which render material is shown, and loop back to None. */ public void OnButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { if (down == BEControllerButtons.ButtonPrimary) { var material = SwitchMaterial(); Debug.Log("Button Pressed, Advancing Material: <b>" + material.name + "</b>"); } }
/** * Pickup/grab this object */ public void OnButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { if ((down & BEControllerButtons.ButtonPrimary) > 0) { if (hightlightObject.activeSelf) { grabbing = true; } } if (grabbing && (current & BEControllerButtons.ButtonPrimary) == 0) { grabbing = false; } }
void OnButtonEvent(BEControllerButtons buttons, BEControllerButtons buttonsDown, BEControllerButtons buttonsUp) { appButton.GetComponent <MeshRenderer>().material = (buttons & BEControllerButtons.ButtonSecondary) > 0 ? activatedMaterial : appButtonMaterial; homeButton.GetComponent <MeshRenderer>().material = (buttons & BEControllerButtons.ButtonHomePower) > 0 ? activatedMaterial : homeButtonMaterial; trigger.GetComponent <MeshRenderer>().material = (buttons & BEControllerButtons.ButtonPrimary) > 0 ? activatedMaterial : triggerButtonMaterial; if ((buttons & BEControllerButtons.ButtonTouchContact) > 0) { touch.gameObject.SetActive(true); touch.GetComponent <MeshRenderer>().material = (buttons & BEControllerButtons.ButtonTouchpad) > 0 ? activatedMaterial : touchButtonMaterial; } else { touch.gameObject.SetActive(false); } }
/** * Primary Button interacts, placing and moving items on the ground, or picking up and throwing the ball. */ public override void OnButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { if (up == BEControllerButtons.ButtonPrimary) { m_CarMotionData.motorTorque = 0; } if (down == BEControllerButtons.ButtonSecondary) { Debug.Log("CarControllerInput_A - OnControllerButton: Reset button sequence being pressed!"); resetConfirmTime = 0; StartCoroutine(CheckButtonHold()); } // New design, pressing the secondary button will reset the car if (up == BEControllerButtons.ButtonSecondary) { resetConfirmTime = -1; } return; }
/** * Primary Button interacts, placing and moving items on the ground, or picking up and throwing the ball. */ public virtual void OnButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { //Debug.Log("In Parent OnButtonEvent"); }
public virtual void OnControllerButtonEvent(BEControllerButtons current, BEControllerButtons down, BEControllerButtons up) { }