void Start() { controller = GetComponent <Controller2D>(); PV = GetComponent <PhotonView>(); playerMove = GetComponent <NewPlayerMovent>(); inputController = GetComponent <InputController>(); buildPC = Resources.Load <BoolVariable>("BuildPC"); rightDir = true; leftDir = false; menuCustom = false; if (SceneManager.GetActiveScene().name == "HUB" || !PhotonNetwork.InRoom) { menuCustom = true; } if (SceneManager.GetActiveScene().name == "Customiza" || SceneManager.GetActiveScene().name == "Cabelo" || SceneManager.GetActiveScene().name == "Shirt" || SceneManager.GetActiveScene().name == "Tenis") { desativaCanvas = true; } CheckHUD(); }
public void CreateNew() { switch (tipo) { case TipoVar.Int: IntVariable intVar = Instantiate(Manager.Instance.intVariablePrefab, new Vector3(999, 999, 999), Quaternion.identity); intVar.nombre = nombreInput.text; intVar.proteccion = NivelDeProteccion; c.variablesInt.Add(intVar); p.AddVariable("int"); break; case TipoVar.Float: FloatVariable floatVar = Instantiate(Manager.Instance.floatVariablePrefab, new Vector3(999, 999, 999), Quaternion.identity); floatVar.nombre = nombreInput.text; floatVar.proteccion = NivelDeProteccion; c.variablesFloat.Add(floatVar); p.AddVariable("float"); break; case TipoVar.Boolean: BoolVariable booleanVar = Instantiate(Manager.Instance.boolVariablePrefab, new Vector3(999, 999, 999), Quaternion.identity); booleanVar.nombre = nombreInput.text; booleanVar.proteccion = NivelDeProteccion; c.variablesBoolean.Add(booleanVar); p.AddVariable("bool"); break; } c.NumberVariables++; }
// Use this for initialization void Start() { _renderer = GetComponent <Renderer>(); if (toggleState == null) { ToggleSwitch ts = GetComponent <ToggleSwitch>(); if (ts != null) { toggleState = ts.toggleState; } ToggleMovingPlatform tmp = GetComponent <ToggleMovingPlatform>(); if (tmp != null) { toggleState = tmp.toggleState; } } if (toggleState == null) { return; } if (toggleState.RuntimeValue) { _renderer.material.color = OnColor; } else { _renderer.material.color = OffColor; } }
protected override void Init() { base.Init(); BoolVariable boolVar = GetComponent <EntityController>().touch; GetComponent <AnimationBool>().param = boolVar; }
void Start() { PV = GetComponent <PhotonView>(); textoAtivo = Resources.Load <BoolVariable>("TextoAtivo"); desativaPower = Resources.Load <BoolVariable>("DesativaPower"); buildPC = Resources.Load <BoolVariable>("BuildPC"); dogScript = GetComponent <DogController>(); switch (GameManager.sceneAtual) { case SceneType.Coleta: case SceneType.Corrida: state = State.Atirar; break; case SceneType.Futebol: state = State.Chutar; break; case SceneType.Moto: state = State.Manobra; break; case SceneType.Volei: state = State.Cortar; break; default: break; } }
/// <summary> /// Handle the raycastHits to check if one of them touch something /// </summary> /// <param name="hits">The list of RaycastHits to check</param> /// <param name="isOver">the BoolVariable to set if something got hit</param> /// <param name="hitPoint">The Hit Point where the raycast collide</param> /// <param name="objectOver">The GameEvent to raise with the transform of the hit</param> private void HandleOver(List <RaycastHit> hits, BoolVariable isOver, RaycastHitVariable hitPoint, GameEventTransform objectOver) { //If nothing is hit, we set the hasHit value to false if (hits.Count == 0) { isOver.SetValue(false); } else { foreach (var hit in hits) { // If something is hit and is not from the Exclusion layer, we set everything and return if (hit.collider.gameObject.layer != pointerRayCast.ExclusionLayer) { var hitTransform = hit.collider.transform; isOver.SetValue(true); hitPoint.SetValue(hit); objectOver.Raise(hitTransform); return; } //If the only hit was on the exclusion layer, we set the hasHit value to false else { isOver.SetValue(false); } } } }
public void AddVariableOnContextMenuItem(MenuButton sender) { switch (_addVariableStep) { case AddVariableSteps.SetType: { if (!_addVariableTypeMenuButtons.ContainsKey(sender)) { return; } _addVariableType = _addVariableTypeMenuButtons[sender]; _contextMenu.gameObject.SetActive(false); IVariable newVariable = null; if (_addVariableType == ValueType.Bool) { newVariable = new BoolVariable(); } else { newVariable = new FloatVariable(); } _addVariableStep = AddVariableSteps.SetName; _mainController.SetVariableNameFromDialog(newVariable); } break; } }
public void Setup() { stream = new BitStream(); BoolVariable variable = new BoolVariable(0, "boolVar"); serializer = new BoolVariableSerializer(variable); }
//EMPTY #region PUBLIC_METHODS #endregion #region PRIVATE_METHODS /// <summary> /// Check if the pointer is touching the UI /// </summary> /// <param name="isOver">If the Raycast is over something</param> /// <param name="pointerState">The current state of the pointer</param> /// <param name="pointer">The linerenderer to which the material is attached</param> /// <returns>The new state of the pointer</returns> private EPointerState CheckPointer(BoolVariable isOver, EPointerState pointerState, LineRenderer pointer, EHand hand) { Color on = Color.white; Color off = Color.white; Color selectable = Color.white; GetColor(hand, ref on, ref off, ref selectable); // If the pointer is supposed to be off if (pointerState == EPointerState.OFF) { pointer.material.color = off; return(EPointerState.OFF); } // If the pointer is not over something and it's state is not On else if (!isOver.Value && pointerState != EPointerState.ON) { pointer.material.color = on; return(EPointerState.ON); } // If the pointer is over something and it's state is not at Selectable else if (isOver.Value && pointerState != EPointerState.SELECTABLE) { pointer.material.color = selectable; return(EPointerState.SELECTABLE); } return(pointerState); }
public LowHealthPlayerSystem(HealthSystem HealthSystem, LowHealthPlayerSystemDefinition LowHealthPlayerSystemDefinition) { this.HealthSystemRef = HealthSystem; this.LowHealthPlayerSystemDefinition = LowHealthPlayerSystemDefinition; this.IsLowHealth = new BoolVariable(false, this.OnLowHealthStarted, this.OnLowHealthEnded); HealthSystem.RegisterOnHealthValueChangedEventListener(this.OnHealthValueChanged); }
// Start is called before the first frame update void Start() { faseComeca.Value = false; playerGanhou = Resources.Load <BoolVariable>("PlayerGanhou"); if (recordTime.Value != 0) { recordTimeText.enabled = true; float record = Mathf.Round(recordTime.Value * 100f) / 100f; if (record >= 60) { recordMinutes = Mathf.RoundToInt(record / 60); recordSeconds = record - (recordMinutes * 60); } else { recordMinutes = 0; recordSeconds = record; } recordTimeText.text = "Melhor Tempo:" + recordMinutes + "." + recordSeconds; } else { recordTimeText.enabled = false; } }
private void Start() { if (pv == null) { pv = gameObject.GetComponent <PhotonView>(); pv.ObservedComponents = new List <Component>(); pv.ObservedComponents.Add(this); } currentScene = SceneManager.GetActiveScene().name; playerGanhou = Resources.Load <BoolVariable>("PlayerGanhou"); if (GameManager.historiaMode) { switch (currentScene) { default: old = SceneType.Corrida; //no código antigo tava falando pra mudar pra esse quando a cena não era a da moto e quando era a da moto, deixei aqui de forma a mudar fácil se n for pra ser assim break; } } pv = GetComponent <PhotonView>(); if (pv.IsMine) { pv.RPC("ZeraPontuacao", RpcTarget.All); pv.Controller.SetScore(0); } }
public override void Start() { base.Start(); cam = transform.parent.gameObject.transform.GetChild(0).gameObject; playerThings = GetComponent <PlayerThings>(); dogController = GetComponent <DogController>(); hitCarro = Resources.Load <BoolVariable>("HitCarro"); hitPipa = Resources.Load <BoolVariable>("HitPipa"); isCaixaDaguaSound = true; isBallKicked = true; isShotRecived = true; motoSpd = GetComponent <MotoChangeSpeed>(); if (isVolei) { handVolei = GetComponent <HandVolei>(); } if (isFut) { futebolPlayer = GetComponent <FutebolPlayer>(); } }
public void Add_And_Get_Items() { const string var1Name = "var1name"; const string var2Name = "var2name"; const string var3Name = "var3name"; var var1 = new IntVariable(1234); var var2 = new StringVariable("theValue"); var var3 = new BoolVariable(true); var vg = new VariablesGroup { { var1Name, var1 }, new KeyValuePair <string, IVariable>(var2Name, var2) }; vg[var3Name] = var3; Assert.That(vg.Count, Is.EqualTo(3)); Assert.That((int)vg[var1Name].GetValue() !, Is.EqualTo(1234)); Assert.That((string)vg[var2Name].GetValue() !, Is.EqualTo("theValue")); Assert.That(vg.Keys.Count, Is.EqualTo(3)); Assert.That(vg.ContainsKey(var1Name)); Assert.That(vg.Values.Count, Is.EqualTo(3)); Assert.That(vg.Values.Contains(var1)); Assert.That(vg.Values.Contains(var2)); Assert.That(vg.Values.Contains(var3)); Assert.That(vg.ContainsKey(var2Name)); Assert.That(vg.TryGetValue(var1Name + "False", out _), Is.False); }
public void Interact() { BoolVariable boolVariable = (BoolVariable)bc.GetBlackboardValue(blackboardEventName); boolVariable.value = !boolVariable.value; bc.TriggerEvent(blackboardEventName); }
private void SetupUIElement() { _controllersParameter = ControllersParametersVariable.Instance; _gazeParameter = GazeParametersVariable.Instance; _interactionContainer = InteractionVariableContainer.Instance; _inputContainer = InputVariableContainer.Instance; _rightIsClicking = _inputContainer.RightClickBoolean.Get("TriggerIsDown"); _leftIsClicking = _inputContainer.LeftClickBoolean.Get("TriggerIsDown"); // If the controllers are not used, we cannot click on the slider, so we will fill the slider with the Over events if (!_controllersParameter.UseControllers && FillWithClick) { FillWithClick = false; Debug.Log("VRSF : UseController is set at false. The auto fill slider won't use the controller to fill but the gaze."); } // We initialize the _EventsDictionary InitializeEventsDictionaries(); // We setup the ListenersDictionary _clickListenersDictionary = _uiSetup.CheckGameEventListenersPresence(_gameEventListenersContainer, _clickListenersDictionary, 6); _overListenersDictionary = _uiSetup.CheckGameEventListenersPresence(_gameEventListenersContainer, _overListenersDictionary, 6); _clickListenersDictionary = _uiSetup.SetGameEventListeners(_clickListenersDictionary, _clickEventsDictionary, _gazeParameter.UseGaze); _overListenersDictionary = _uiSetup.SetGameEventListeners(_overListenersDictionary, _overEventsDictionary, _gazeParameter.UseGaze); }
public ActionController(PieceVariable p, IInputGiver g, BoolVariable d) { _currentPiece = p; _giver = g; _hardDrop = d; SubscribeGiver(); }
IEnumerator EnableBonus(BoolVariable variable) { variable.Value = true; yield return(new WaitForSeconds(_activeTime.Value)); variable.Value = false; }
public AnimationController(NavMeshAgent agent, AnimatorPlayableObject animatorPlayableObject, Rigidbody rigidbody, Action OnRootMotionEnabled = null, Action OnRootMotionDisabled = null) { Agent = agent; AnimatorPlayableObject = animatorPlayableObject; Rigidbody = rigidbody; this.RootMotionEnabled = new BoolVariable(false, () => { this.OnRootMotionEnabled(); if (OnRootMotionEnabled != null) { OnRootMotionEnabled.Invoke(); } }, () => { this.OnRootMotionDisabled(); if (OnRootMotionDisabled != null) { OnRootMotionDisabled.Invoke(); } }); }
public StunningDamageDealerReceiverSystem(StunningDamageDealerReceiverSystemDefinition stunningDamageDealerReceiverSystemDefinition, HealthSystem healthSystem, Action OnStunningDamageDealerReceiverStartedAction = null, Action OnStunningDamageDealerReceiverEndedAction = null) { _stunningDamageDealerReceiverSystemDefinition = stunningDamageDealerReceiverSystemDefinition; HealthSystem = healthSystem; this.isStunned = new BoolVariable(false, OnStunningDamageDealerReceiverStartedAction, OnStunningDamageDealerReceiverEndedAction); }
public ContextButton(VisualElement parent, string label, Action OnSelectionActionListener) { this.OnSelectionActionListener = OnSelectionActionListener; this.IsSelected = new BoolVariable(false, this.OnSelected, this.OnUnSelected); this.text = label; parent.Add(this); this.RegisterCallback <MouseUpEvent>(this.OnClicked); }
private void Update() { if (variable == null) { variable = new BoolVariable(); } toggle.isOn = variable.runtimeValue; }
public void InitController(ManagerBalls managerBalls, ManagerBonuses managerBonuses, IBoardData data) { _board = data.GetBoard; _bonuses = data.GetBonuses; _borders = data.GetBorders; _managerBalls = managerBalls; _managerBonuses = managerBonuses; _isLongBoard = data.GetIsLongBoard; }
private void InitVariables() { _scoreVariable = ScriptableObject.CreateInstance <IntVariable>(); _currentPiece = ScriptableObject.CreateInstance <PieceVariable>(); _nextPiece = ScriptableObject.CreateInstance <PieceVariable>(); _currentMoveDelay = ScriptableObject.CreateInstance <FloatVariable>(); _hardDrop = ScriptableObject.CreateInstance <BoolVariable>(); currentGiver.SetBoard(_currentBoard); }
/// <summary> /// Setup the _isClicking and _isTouching BoolVariable depending on the InteractionType and the _buttonHand variable. /// </summary> /// <returns>true if everything was setup correctly</returns> private bool SetupNormalButton() { // If the Interaction Type is set at NONE if (InteractionType == EControllerInteractionType.NONE) { Debug.LogError("Please chose a valid Interaction type in the Inspector. Disabling " + this.name + " script."); this.enabled = false; return(false); } // If the Interaction Type contains at least CLICK if ((InteractionType & EControllerInteractionType.CLICK) == EControllerInteractionType.CLICK) { switch (_buttonHand) { case EHand.RIGHT: _geDown = _inputContainer.RightClickEvents.Items[ControllerInputToSO.GetDownGameEventFor(ActionButton)] as GameEvent; _geUp = _inputContainer.RightClickEvents.Items[ControllerInputToSO.GetUpGameEventFor(ActionButton)] as GameEvent; _isClicking = _inputContainer.RightClickBoolean.Items[ControllerInputToSO.GetClickVariableFor(ActionButton)]; break; case EHand.LEFT: _geDown = _inputContainer.LeftClickEvents.Items[ControllerInputToSO.GetDownGameEventFor(ActionButton)] as GameEvent; _geUp = _inputContainer.LeftClickEvents.Items[ControllerInputToSO.GetUpGameEventFor(ActionButton)] as GameEvent; _isClicking = _inputContainer.LeftClickBoolean.Items[ControllerInputToSO.GetClickVariableFor(ActionButton)]; break; default: return(false); } } // If the Interaction Type contains at least TOUCH if ((InteractionType & EControllerInteractionType.TOUCH) == EControllerInteractionType.TOUCH) { // Handle Touch events switch (_buttonHand) { case EHand.RIGHT: _geTouched = _inputContainer.RightTouchEvents.Items[ControllerInputToSO.GetTouchGameEventFor(ActionButton)] as GameEvent; _geUntouched = _inputContainer.RightTouchEvents.Items[ControllerInputToSO.GetReleasedGameEventFor(ActionButton)] as GameEvent; _isTouching = _inputContainer.RightTouchBoolean.Items[ControllerInputToSO.GetTouchVariableFor(ActionButton)]; break; case EHand.LEFT: _geTouched = _inputContainer.LeftTouchEvents.Items[ControllerInputToSO.GetTouchGameEventFor(ActionButton)] as GameEvent; _geUntouched = _inputContainer.LeftTouchEvents.Items[ControllerInputToSO.GetReleasedGameEventFor(ActionButton)] as GameEvent; _isTouching = _inputContainer.LeftTouchBoolean.Items[ControllerInputToSO.GetTouchVariableFor(ActionButton)]; break; default: return(false); } } return(true); }
// Start is called before the first frame update void Start() { _countingDown = _timer.countingDown; _countingDown.Value = true; _startTime = _timer.startTime * 60; _alarmTime = _timer.alarmTime * 60; _timer.currentTime.Value = _startTime; _currentTime = _timer.currentTime; }
private void TrySaveVariable(BoolVariable var) { if (!SaveOnReset) { return; } SaveLoader.SaveBool(var); }
protected virtual void Init() { BoolVariable boolVar = (BoolVariable)ScriptableObject.CreateInstance("BoolVariable"); GetComponent <TouchReceiver>().isBeingTouched = boolVar; GetComponent <EntityController>().touch = boolVar; GetComponent <EntityController>().Init(); }
private void Awake() { PV = GetComponent <PhotonView>(); buildPC = Resources.Load <BoolVariable>("BuildPC"); if (buildPC.Value == false) { joyStick = FindObjectOfType <FloatingJoystick>(); } }
public static BoolVariable New(bool p_initialValue, Action <bool> p_onSetToTrue, Action <bool> p_onSetToFalse) { BoolVariable l_boolVariable = new BoolVariable(); l_boolVariable.m_onSetToTrue = p_onSetToTrue; l_boolVariable.m_onSetToFalse = p_onSetToFalse; l_boolVariable.m_value = !p_initialValue; l_boolVariable.Set(p_initialValue); return(l_boolVariable); }