public void MoveTable(ModbusTable table = null, int index = -1, MOVE_DIRECTION direct = MOVE_DIRECTION.UP) { if (Current != null) { int _currentindex = Current.Current; Current.Move(table, index, direct); switch (direct) { case MOVE_DIRECTION.UP: if (--_currentindex >= 0) { DG_Table.SelectedIndex = _currentindex; } break; case MOVE_DIRECTION.DOWN: if (++_currentindex < Tables.Count()) { DG_Table.SelectedIndex = _currentindex; } break; } Current = Current; IsModify = true; } }
bool CanMove(MOVE_DIRECTION moveDirection) { Dictionary <MOVE_DIRECTION, bool> availableMoves = GetAvailableMoves(); bool canMove; availableMoves.TryGetValue(moveDirection, out canMove); Debug.Log("canMove = " + canMove); return(canMove); }
private void ChangeDirection() { if (moveDirection == MOVE_DIRECTION.RIGHT) { moveDirection = MOVE_DIRECTION.LEFT; } else if (moveDirection == MOVE_DIRECTION.LEFT) { moveDirection = MOVE_DIRECTION.RIGHT; } }
void ChangeDirection() { if (movedirection == MOVE_DIRECTION.RIGHT) { //左に移動 movedirection = MOVE_DIRECTION.LEFT; } else { //右に移動 movedirection = MOVE_DIRECTION.RIGHT; } }
protected void ReverseMovement() { if (moveDirection == MOVE_DIRECTION.right) { moveDirection = MOVE_DIRECTION.left; } else { moveDirection = MOVE_DIRECTION.right; } move = DetermineMoveX(moveDirection); FlipSprite(move.x); }
void ChangeDirection() //向きを変える関数 { if (moveDirection == MOVE_DIRECTION.RIGHT) //もし、右向きだったら { //左に移動 moveDirection = MOVE_DIRECTION.LEFT; } else { //右に移動 moveDirection = MOVE_DIRECTION.RIGHT; } }
private void Move() { if (isDead || isClear) { return; } float x = Input.GetAxis("Horizontal"); animator.SetFloat("speed", Mathf.Abs(x)); if (x == 0) { moveDirection = MOVE_DIRECTION.STOP; } else if (x > 0) { moveDirection = MOVE_DIRECTION.RIGHT; } else if (x < 0) { moveDirection = MOVE_DIRECTION.LEFT; } switch (moveDirection) { case MOVE_DIRECTION.STOP: speed = 0; break; case MOVE_DIRECTION.RIGHT: speed = 5; transform.localScale = new Vector3(1, 1, 1); break; case MOVE_DIRECTION.LEFT: speed = -5; transform.localScale = new Vector3(-1, 1, 1); break; } rb2D.velocity = new Vector2(speed, rb2D.velocity.y); Vector2 pos = transform.position; if (pos.x < -17.5f) { pos.x = -17.5f; transform.position = pos; } }
public void SetBallMoveLeft(bool _isMoveLeft) { if (_isMoveLeft) { moveDirection = MOVE_DIRECTION.LEFT; transform.localScale = new Vector2(-1, 1); isMoveLeft = true; isMoveRight = false; playerRigidbody2D.freezeRotation = true; playerRigidbody2D.velocity = new Vector2(0, playerRigidbody2D.velocity.y); } else { isMoveLeft = false; } }
// Update is called once per frame void Update() { //死んだら、何も処理しない if (isDead) { return; } //UIボタンから操作していない場合は、キー入力からxの値を取得。(if文を追加) if (!usingButtons) { x = Input.GetAxis("Horizontal"); } animator.SetFloat("speed", Mathf.Abs(x)); //歩く動作のアニメーション if (x == 0) { //止まる moveDirection = MOVE_DIRECTION.STOP; } else if (x < 0) { //右に移動 moveDirection = MOVE_DIRECTION.RIGHT; } else if (x > 0) { //左に移動 moveDirection = MOVE_DIRECTION.LEFT; } //地面に着地した時 if (IsGround() && !usingButtons) { //スペースキーを押してジャンプする if (Input.GetKeyDown("space")) { Jump(); animator.SetBool("isJumping", true); //ジャンプ動作をするアニメーション audioSource.PlayOneShot(jumpSE); //ジャンプした時の効果音 } else { animator.SetBool("isJumping", false); //ジャンプ動作をしないアニメーション } } }
public void MoveModel(ModbusTableModel model = null, int index = -1, MOVE_DIRECTION direct = MOVE_DIRECTION.UP) { _ArguemntsTranslate(ref model, ref index); switch (direct) { case MOVE_DIRECTION.UP: if (index > 0) { RemoveModel(model); AddModel(model, index - 1); } break; case MOVE_DIRECTION.DOWN: if (index < Models.Count() - 1) { RemoveModel(model); AddModel(model, index + 1); } break; } }
private MOVE_DIRECTION GetAlternativeDirection(MOVE_DIRECTION dir) { if (dir == MOVE_DIRECTION.DIR_NORTH) { return((MOVE_DIRECTION)ConfigManager.RandomGen.Next((int)MOVE_DIRECTION.DIR_EAST, (int)MOVE_DIRECTION.DIR_WEST)); } else if (dir == MOVE_DIRECTION.DIR_SOUTH) { return((MOVE_DIRECTION)ConfigManager.RandomGen.Next((int)MOVE_DIRECTION.DIR_EAST, (int)MOVE_DIRECTION.DIR_WEST)); } else if (dir == MOVE_DIRECTION.DIR_EAST) { return((MOVE_DIRECTION)ConfigManager.RandomGen.Next((int)MOVE_DIRECTION.DIR_NORTH, (int)MOVE_DIRECTION.DIR_SOUTH)); } else if (dir == MOVE_DIRECTION.DIR_WEST) { return((MOVE_DIRECTION)ConfigManager.RandomGen.Next((int)MOVE_DIRECTION.DIR_NORTH, (int)MOVE_DIRECTION.DIR_SOUTH)); } else { return(GetRandomDirection()); } }
private MOVE_DIRECTION GetOppositeDirection(MOVE_DIRECTION dir) { if (dir == MOVE_DIRECTION.DIR_NORTH) { return(MOVE_DIRECTION.DIR_SOUTH); } else if (dir == MOVE_DIRECTION.DIR_SOUTH) { return(MOVE_DIRECTION.DIR_NORTH); } else if (dir == MOVE_DIRECTION.DIR_EAST) { return(MOVE_DIRECTION.DIR_WEST); } else if (dir == MOVE_DIRECTION.DIR_WEST) { return(MOVE_DIRECTION.DIR_EAST); } else { return(GetRandomDirection()); } }
// Update is called once per frame void Update() { float x = Input.GetAxis("Horizontal"); if (x == 0) { //止まる movedirection = MOVE_DIRECTION.STOP; } else if (x > 0) { //右に移動 movedirection = MOVE_DIRECTION.RIGHT; } else if (x < 0) { //左に移動 movedirection = MOVE_DIRECTION.LEFT; } if (IsGround() && Input.GetKeyDown("space")) { Jump(); } }
public void Move(ModbusTable table = null, int index = -1, MOVE_DIRECTION direct = MOVE_DIRECTION.UP) { _ArguemntsTranslate(ref table, ref index); switch (direct) { case MOVE_DIRECTION.UP: if (index > 0) { tables.Remove(table); tables.Insert(index - 1, table); Current = index - 1; } break; case MOVE_DIRECTION.DOWN: if (index < tables.Count - 1) { tables.Remove(table); tables.Insert(index + 1, table); Current = index + 1; } break; } }
// Signal search 1 drive : 신호 검출-1 구동 [DllImport("AxtLib.dll")] public static extern void CFSKeSignalSearch1Drive(short axis, ushort ulRange, ushort ulSTSPSpeedData, ushort ulObjectSpeedData, ushort ulRate1Data, ushort ulRate2Data, ushort ulRate3Data, ushort ulRCPoint12, ushort ulRCPoint23, MOVE_DIRECTION nDirection);
// Update is called once per frame void Update() { Vector3 scale = gameObject.transform.localScale; float jumpForce = 680.0f; float x = Input.GetAxis("Horizontal"); if (x == 0) { //止まる moveDirection = MOVE_DIRECTION.STOP; } else if (x > 0) { //右に移動 moveDirection = MOVE_DIRECTION.RIGHT; scale.x = 100; // そのまま(右向き) gameObject.transform.localScale = scale; } else if (x < 0) { //左に移動 moveDirection = MOVE_DIRECTION.LEFT; scale.x = -100; // そのまま(左向き) gameObject.transform.localScale = scale; } if (IsGround() && Input.GetKeyDown("space")) { Jump(); } // 左・右ボタン長押し用 if (!this.push) { this.boolRight = false; this.boolLeft = false; } // 左・右キー押下処理 float speedx = Mathf.Abs(this.rigidbody2D.velocity.x); if (Input.GetKey(KeyCode.RightArrow) || boolRight) { // 右キー押下時 this.rigidbody2D.AddForce(transform.right * this.walkForce * 700); scale.x = 100; // そのまま(右向き) if (speedx < this.maxWalkSpeed) { this.rigidbody2D.AddForce(transform.right * this.walkForce * 700); scale.x = 100; gameObject.transform.localScale = scale; } } else if (Input.GetKey(KeyCode.LeftArrow) || boolLeft) { // 左キー押下時 this.rigidbody2D.AddForce(transform.right * this.walkForce * -700); scale.x = -100; // 左向き if (speedx < this.maxWalkSpeed) { this.rigidbody2D.AddForce(transform.right * this.walkForce * -700); scale.x = -100; gameObject.transform.localScale = scale; } } //クリア後 if (clear == 3) { Debug.Log("Clear!!!!!"); SceneManager.LoadScene("AfterRoom5"); } }
protected void SetMovement() { moveDirection = MoveDirection(); move = DetermineMoveX(moveDirection); FlipSprite(move.x); }
// Update is called once per frame void Update() { if (Config.currGameState == Config.GAMESTATE.PLAYING) { speedX = 0; speedY = playerRigidbody2D.velocity.y; //Debug.Log(speedY); if (isMoveRight) { //playerRigidbody2D.velocity = new Vector2(MOVE_MAX_SPEED, playerRigidbody2D.velocity.y); playerRigidbody2D.freezeRotation = false; speedX = playerRigidbody2D.velocity.x + MOVE_SPEED_INCREASE * Time.deltaTime; //Debug.Log("isMoveRight:" + speedX); if (speedX >= MOVE_MAX_SPEED) { speedX = MOVE_MAX_SPEED; } } else if (isMoveLeft) { //playerRigidbody2D.velocity = new Vector2(-MOVE_MAX_SPEED, playerRigidbody2D.velocity.y); playerRigidbody2D.freezeRotation = false; speedX = playerRigidbody2D.velocity.x - MOVE_SPEED_INCREASE * Time.deltaTime; if (speedX <= -MOVE_MAX_SPEED) { speedX = -MOVE_MAX_SPEED; } } else { //speedX = 0; //playerRigidbody2D.freezeRotation = true; if (moveDirection == MOVE_DIRECTION.RIGHT) { speedX = playerRigidbody2D.velocity.x - MOVE_SPEED_DECREASE * Time.deltaTime; if (speedX <= 0) { speedX = 0; moveDirection = MOVE_DIRECTION.NONE; } } else if (moveDirection == MOVE_DIRECTION.LEFT) { speedX = playerRigidbody2D.velocity.x + MOVE_SPEED_DECREASE * Time.deltaTime; if (speedX >= 0) { speedX = 0; moveDirection = MOVE_DIRECTION.NONE; } } } if (!isGrounded) { if (speedY > 0) { speedY += -JUMPE_SPEED_UP * Time.deltaTime; } else { speedY += -JUMPE_SPEED_DOWN * Time.deltaTime; } } if (isSpecialMoveX) { if (playerRigidbody2D.velocity.x < 0) { speedX = playerRigidbody2D.velocity.x + SPECIAL_MOVE_SPEED_DECREASE * Time.deltaTime; if (speedX > 0) { isSpecialMoveX = false; } } else { speedX = playerRigidbody2D.velocity.x - SPECIAL_MOVE_SPEED_DECREASE * Time.deltaTime; if (speedX < 0) { isSpecialMoveX = false; } } } //Debug.Log("SPEED Y:" + speedY); playerRigidbody2D.velocity = new Vector2(speedX, speedY); bool newIsGrounded = CheckIsGrounded(); if (isGrounded != newIsGrounded) { isGrounded = newIsGrounded; if (isGrounded) { //Vua cham dat SetFallDown_Finished(); } } } else { playerRigidbody2D.velocity = Vector2.zero; } typeBall = BALL_ROLL_TYPE.NONE; if (isMoveRight) { // if (playerRigidbody2D.velocity.x < MOVE_MAX_SPEED && Mathf.Abs(playerRigidbody2D.velocity.y) < 0.5f) { typeBall = BALL_ROLL_TYPE.RIGHT; } } else if (isMoveLeft) { // if (playerRigidbody2D.velocity.x > -MOVE_MAX_SPEED && Mathf.Abs(playerRigidbody2D.velocity.y) < 0.5f) { typeBall = BALL_ROLL_TYPE.LEFT; } } UpdateBallType(); }
protected Vector2 DetermineMoveX(MOVE_DIRECTION moveDirection) { return((moveDirection == MOVE_DIRECTION.left) ? Vector2.left : Vector2.right); }
private void Engine() { RoomMap.MAPTYPE maptype; Object item = null; gwinfo = GameDataFactory.curr_gwinfo; int step_forward = 0; bool collision = false; curr_dir = GetRandomDirection(); while (true) { CheckPause(); //Pick a Random Direction First //While no collison move with explore distance //Hit somethin go the opposite way and Pick a Random Direction //Move Forward step_forward = 0; collision = false; while (!collision) { CheckPause(); if (step_forward <= explore_distance) { switch (curr_dir) { case MOVE_DIRECTION.DIR_NORTH: maptype = roommap.ItemAtPostion(col - PlayUIWorldMap.mapBoxColPos, row - 1 - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col - PlayUIWorldMap.mapBoxColPos, row - 1 - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveNorth(); } else { collision = true; } break; case MOVE_DIRECTION.DIR_SOUTH: maptype = roommap.ItemAtPostion(col - PlayUIWorldMap.mapBoxColPos, row + 1 - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col - PlayUIWorldMap.mapBoxColPos, row + 1 - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveSouth(); } else { collision = true; } break; case MOVE_DIRECTION.DIR_EAST: maptype = roommap.ItemAtPostion(col + 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col + 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveEast(); } else { collision = true; } break; case MOVE_DIRECTION.DIR_WEST: maptype = roommap.ItemAtPostion(col - 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col - 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveWest(); } else { collision = true; } break; }// Switch if (collision) { //Break Switch break; } CheckPause(); step_forward++; } else { CheckPause(); curr_dir = GetRandomDirection(); step_forward = 0; break; } CheckPause(); Thread.Sleep(500); } CheckPause(); Thread.Sleep(500); //************************************************************ //Move Oppsite curr_dir = this.GetOppositeDirection(curr_dir); step_forward = 0; collision = false; while (!collision) { CheckPause(); if (step_forward <= retreat_distance) { switch (curr_dir) { case MOVE_DIRECTION.DIR_NORTH: maptype = roommap.ItemAtPostion(col - PlayUIWorldMap.mapBoxColPos, row - 1 - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col - PlayUIWorldMap.mapBoxColPos, row - 1 - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveNorth(); } else { collision = true; } break; case MOVE_DIRECTION.DIR_SOUTH: maptype = roommap.ItemAtPostion(col - PlayUIWorldMap.mapBoxColPos, row + 1 - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col - PlayUIWorldMap.mapBoxColPos, row + 1 - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveSouth(); } else { collision = true; } break; case MOVE_DIRECTION.DIR_EAST: maptype = roommap.ItemAtPostion(col + 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col + 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveEast(); } else { collision = true; } break; case MOVE_DIRECTION.DIR_WEST: maptype = roommap.ItemAtPostion(col - 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos); item = gwinfo.CheckRoomPointOccupied(col - 1 - PlayUIWorldMap.mapBoxColPos, row - PlayUIWorldMap.mapBoxRowPos, GameState.currentRoom); if (maptype == RoomMap.MAPTYPE.SPACE && item == null) { MoveWest(); } else { collision = true; } break; }// Switch if (collision) { //Break Switch curr_dir = GetAlternativeDirection(curr_dir); break; } CheckPause(); step_forward++; } else { CheckPause(); //curr_dir = GetRandomDirection(); curr_dir = GetAlternativeDirection(curr_dir); collision = true; break; } CheckPause(); Thread.Sleep(500); } CheckPause(); Thread.Sleep(500); } //Main Engine Loop } //Engine Function
private void MovePicterBoxByStep(PictureBox pb, MOVE_DIRECTION direction) { switch (direction) { case MOVE_DIRECTION.LEFT: pb.Left -= 1; break; case MOVE_DIRECTION.UP: pb.Top -= 1; break; case MOVE_DIRECTION.RIGHT: pb.Left += 1; break; case MOVE_DIRECTION.DOWN: pb.Top += 1; break; default: break; } }
/// <summary> /// Navigates the editor's caret to the next editable region. /// </summary> /// <param name="direction"></param> private bool MoveCaretToNextRegion(MOVE_DIRECTION direction) { IHTMLElement nextRegion; _ELEMENT_ADJACENCY nextRegionAdjacency; bool preserveXLocation; if (direction == MOVE_DIRECTION.UP || direction == MOVE_DIRECTION.LEFT) { nextRegion = PreviousEditableRegion; nextRegionAdjacency = _ELEMENT_ADJACENCY.ELEM_ADJ_BeforeEnd; preserveXLocation = direction == MOVE_DIRECTION.UP; } else if (direction == MOVE_DIRECTION.DOWN || direction == MOVE_DIRECTION.RIGHT) { nextRegion = NextEditableRegion; nextRegionAdjacency = _ELEMENT_ADJACENCY.ELEM_ADJ_AfterBegin; preserveXLocation = direction == MOVE_DIRECTION.DOWN; if (nextRegion == null) return false; MarkupPointer selectRegion = EditorContext.MarkupServices.CreateMarkupPointer(nextRegion, nextRegionAdjacency); MarkupContext mc = selectRegion.Right(false); if (mc.Context == _MARKUP_CONTEXT_TYPE.CONTEXT_TYPE_EnterScope && mc.Element is IHTMLElement3 && SmartContentSelection.SelectIfSmartContentElement(EditorContext, mc.Element) != null) { return true; } } else throw new ArgumentException("Unsupported move direction detected: " + direction); IDisplayServicesRaw displayServices = (IDisplayServicesRaw)HTMLElement.document; IDisplayPointerRaw displayPointer; displayServices.CreateDisplayPointer(out displayPointer); IHTMLCaretRaw caret = GetCaret(); caret.MoveDisplayPointerToCaret(displayPointer); ILineInfo lineInfo; displayPointer.GetLineInfo(out lineInfo); if (nextRegion != null) { MarkupPointer mp = EditorContext.MarkupServices.CreateMarkupPointer(nextRegion, nextRegionAdjacency); DisplayServices.TraceMoveToMarkupPointer(displayPointer, mp); try { caret.MoveCaretToPointer(displayPointer, true, _CARET_DIRECTION.CARET_DIRECTION_SAME); if (preserveXLocation) { POINT caretLocation; caret.GetLocation(out caretLocation, true); caretLocation.x = lineInfo.x; uint hitTestResults; displayPointer.MoveToPoint(caretLocation, _COORD_SYSTEM.COORD_SYSTEM_GLOBAL, nextRegion, 0, out hitTestResults); caret.MoveCaretToPointer(displayPointer, true, _CARET_DIRECTION.CARET_DIRECTION_SAME); } //BEP: using this line causes scrolling (nextRegion as IHTMLElement2).focus(); (nextRegion as IHTMLElement3).setActive(); return true; } catch (Exception e) { Debug.Fail("Unexpected exception in MoveCaretToNextRegion: " + e.ToString()); } caret.MoveCaretToPointer(displayPointer, true, _CARET_DIRECTION.CARET_DIRECTION_SAME); } return false; }
/// <summary> /// Navigates the editor's caret to the next editable region. /// </summary> /// <param name="direction"></param> private bool MoveCaretToNextRegion(MOVE_DIRECTION direction) { IHTMLElement nextRegion; _ELEMENT_ADJACENCY nextRegionAdjacency; bool preserveXLocation; if (direction == MOVE_DIRECTION.UP || direction == MOVE_DIRECTION.LEFT) { nextRegion = PreviousEditableRegion; nextRegionAdjacency = _ELEMENT_ADJACENCY.ELEM_ADJ_BeforeEnd; preserveXLocation = direction == MOVE_DIRECTION.UP; } else if (direction == MOVE_DIRECTION.DOWN || direction == MOVE_DIRECTION.RIGHT) { nextRegion = NextEditableRegion; nextRegionAdjacency = _ELEMENT_ADJACENCY.ELEM_ADJ_AfterBegin; preserveXLocation = direction == MOVE_DIRECTION.DOWN; if (nextRegion == null) { return(false); } MarkupPointer selectRegion = EditorContext.MarkupServices.CreateMarkupPointer(nextRegion, nextRegionAdjacency); MarkupContext mc = selectRegion.Right(false); if (mc.Context == _MARKUP_CONTEXT_TYPE.CONTEXT_TYPE_EnterScope && mc.Element is IHTMLElement3 && SmartContentSelection.SelectIfSmartContentElement(EditorContext, mc.Element) != null) { return(true); } } else { throw new ArgumentException("Unsupported move direction detected: " + direction); } IDisplayServicesRaw displayServices = (IDisplayServicesRaw)HTMLElement.document; IDisplayPointerRaw displayPointer; displayServices.CreateDisplayPointer(out displayPointer); IHTMLCaretRaw caret = GetCaret(); caret.MoveDisplayPointerToCaret(displayPointer); ILineInfo lineInfo; displayPointer.GetLineInfo(out lineInfo); if (nextRegion != null) { MarkupPointer mp = EditorContext.MarkupServices.CreateMarkupPointer(nextRegion, nextRegionAdjacency); DisplayServices.TraceMoveToMarkupPointer(displayPointer, mp); try { caret.MoveCaretToPointer(displayPointer, true, _CARET_DIRECTION.CARET_DIRECTION_SAME); if (preserveXLocation) { POINT caretLocation; caret.GetLocation(out caretLocation, true); caretLocation.x = lineInfo.x; uint hitTestResults; displayPointer.MoveToPoint(caretLocation, _COORD_SYSTEM.COORD_SYSTEM_GLOBAL, nextRegion, 0, out hitTestResults); caret.MoveCaretToPointer(displayPointer, true, _CARET_DIRECTION.CARET_DIRECTION_SAME); } //BEP: using this line causes scrolling (nextRegion as IHTMLElement2).focus(); (nextRegion as IHTMLElement3).setActive(); return(true); } catch (Exception e) { Debug.Fail("Unexpected exception in MoveCaretToNextRegion: " + e.ToString()); } caret.MoveCaretToPointer(displayPointer, true, _CARET_DIRECTION.CARET_DIRECTION_SAME); } return(false); }
// Signal search 2 drive : 신호 검출-2 구동 [DllImport("AxtLib.dll")] public static extern void CFSKeSignalSearch2Drive(short axis, ushort ulRange, ushort ulSTSPSpeedData, MOVE_DIRECTION nDirection);
void Update() { bool visionRight = false; bool visionLeft = false; if (enemyVision.active) { if (enemyVision.character.transform.position.x > gameObject.transform.position.x) { // player is to the right visionRight = true; } else if (enemyVision.character.transform.position.x < gameObject.transform.position.x) { // player is to the left visionLeft = true; } else { // player is in same x as enemy visionRight = false; visionLeft = false; } } else { // player is in same x as enemy visionRight = false; visionLeft = false; } switch (behaviour) { case BEHAVIOUR.AGGRO: if (visionRight) { moveDirection = MOVE_DIRECTION.RIGHT; } else if (visionLeft) { moveDirection = MOVE_DIRECTION.LEFT; } else { moveDirection = MOVE_DIRECTION.NONE; } break; case BEHAVIOUR.FLEE: if (visionRight) { moveDirection = MOVE_DIRECTION.LEFT; } else if (visionLeft) { moveDirection = MOVE_DIRECTION.RIGHT; } else { moveDirection = MOVE_DIRECTION.NONE; } break; default: case BEHAVIOUR.NEUTRAL: moveDirection = MOVE_DIRECTION.NONE; break; } }