void UpdateLastState()
 {
     lastX          = x;
     lastY          = y;
     lastLeftState  = leftState;
     lastRightState = rightState;
 }
Esempio n. 2
0
 /// <summary>
 /// Initializes a new instance of the NumberRendererData class
 /// </summary>
 public NumberRendererData()
 {
     this.upState = UpDownState.Normal;
     this.downState = UpDownState.Normal;
     this.clickX = -1;
     this.clickY = -1;
 }
Esempio n. 3
0
    // Update is called once per frame
    void OnGUI()
    {
        Color tmpColor = transform.GetComponent <SpriteRenderer>().color;

        if (criticalState == CriticalState.CRITICAL)
        {
            if (upDownState == UpDownState.UP && tmpColor.a < limAlpha)
            {
                tmpColor.a += 0.01f;
            }
            else if (upDownState == UpDownState.DOWN && tmpColor.a > 0)
            {
                tmpColor.a -= 0.01f;
            }
            else if (upDownState == UpDownState.DOWN)
            {
                upDownState = UpDownState.UP;
            }
            else if (upDownState == UpDownState.UP)
            {
                upDownState = UpDownState.DOWN;
            }

            transform.GetComponent <SpriteRenderer>().color = tmpColor;
        }
        else
        {
            tmpColor.a = 0;
            transform.GetComponent <SpriteRenderer>().color = tmpColor;
        }
    }
        public void Update(MouseEventArgs e, MouseEventType t)
        {
            UpdateLastState();
            position.Set(e.X, e.Y);
            x = e.X;
            y = e.Y;
            switch (t)
            {
            case MouseEventType.LeftButtonUp:
                leftState = UpDownState.Up;
                leftUpPos = new Point(e.X, e.Y);
                break;

            case MouseEventType.LeftButtonDown:
                leftState   = UpDownState.Down;
                leftDownPos = new Point(e.X, e.Y);
                break;

            case MouseEventType.RightButtonUp:
                rightState = UpDownState.Up;
                rightUpPos = new Point(e.X, e.Y);
                break;

            case MouseEventType.RightButtonDown:
                rightState   = UpDownState.Down;
                rightDownPos = new Point(e.X, e.Y);
                break;

            case MouseEventType.Move:
                break;

            default:
                break;
            }
        }
Esempio n. 5
0
 /// <summary>
 /// Initializes a new instance of the NumberRendererData class
 /// </summary>
 public NumberRendererData()
 {
     this.upState   = UpDownState.Normal;
     this.downState = UpDownState.Normal;
     this.clickX    = -1;
     this.clickY    = -1;
 }
Esempio n. 6
0
    // Update is called once per frame
    void OnGUI()
    {
        Color tmpColor = transform.GetComponent<SpriteRenderer>().color;
        if(criticalState == CriticalState.CRITICAL)
        {
            if(upDownState == UpDownState.UP && tmpColor.a < limAlpha)
            {
                tmpColor.a += 0.01f;

            }
            else if(upDownState == UpDownState.DOWN && tmpColor.a > 0)
            {
                tmpColor.a -= 0.01f;
            }
            else if(upDownState == UpDownState.DOWN)
                upDownState = UpDownState.UP;
            else if(upDownState == UpDownState.UP)
                upDownState = UpDownState.DOWN;

            transform.GetComponent<SpriteRenderer>().color = tmpColor;
        }
        else {
            tmpColor.a = 0;
            transform.GetComponent<SpriteRenderer>().color = tmpColor;
        }
    }
        private void UpdateKbControl(KeyboardControlKeys key, UpDownState state)
        {
            int             keyIndex = (int)key;
            KeyboardControl kbc      = kbControlList[keyIndex];

            kbc.State = state;
            kbControlList[keyIndex] = kbc;
        }
 public void UpdateKeyboardEventArgs(System.Windows.Forms.KeyEventArgs ke, UpDownState state)
 {
     if (state == UpDownState.Down)
     {
         gameControl.UpdateKeyDown(ke);
     }
     if (state == UpDownState.Up)
     {
         gameControl.UpdateKeyUp(ke);
     }
 }
Esempio n. 9
0
        /// <summary>
        /// Converts the specified UpDownState value to a ButtonState value
        /// </summary>
        /// <param name="state">The UpDownState value to be converted</param>
        /// <returns>A ButtonState value that represents the specified UpDownState
        /// value</returns>
        private static ButtonState ConvertUpDownStateToButtonState(UpDownState state)
        {
            switch (state)
            {
            case UpDownState.Pressed:
            {
                return(ButtonState.Pushed);
            }

            case UpDownState.Disabled:
            {
                return(ButtonState.Inactive);
            }
            }

            return(ButtonState.Normal);
        }
Esempio n. 10
0
        /// <summary>
        /// Raises the PaintBackground event
        /// </summary>
        /// <param name="e">A PaintCellEventArgs that contains the event data</param>
        protected override void OnPaintBackground(PaintCellEventArgs e)
        {
            base.OnPaintBackground(e);

            // don't bother going any further if the Cell is null
            if (e.Cell == null)
            {
                return;
            }

            if (this.ShowUpDownButtons)
            {
                UpDownState upButtonState   = this.GetNumberRendererData(e.Cell).UpButtonState;
                UpDownState downButtonState = this.GetNumberRendererData(e.Cell).DownButtonState;

                if (!e.Enabled)
                {
                    upButtonState   = UpDownState.Disabled;
                    downButtonState = UpDownState.Disabled;
                }

                ThemeManager.DrawUpDownButtons(e.Graphics, this.GetUpButtonBounds(), upButtonState, this.GetDownButtonBounds(), downButtonState);
            }
        }
Esempio n. 11
0
        /// <summary>
        /// Converts the specified UpDownState value to a ButtonState value
        /// </summary>
        /// <param name="state">The UpDownState value to be converted</param>
        /// <returns>A ButtonState value that represents the specified UpDownState 
        /// value</returns>
        private static ButtonState ConvertUpDownStateToButtonState(UpDownState state)
        {
            switch (state)
            {
                case UpDownState.Pressed:
                {
                    return ButtonState.Pushed;
                }

                case UpDownState.Disabled:
                {
                    return ButtonState.Inactive;
                }
            }

            return ButtonState.Normal;
        }
Esempio n. 12
0
        /// <summary>
        /// Draws an UpDown's up and down buttons in the specified state, on the specified 
        /// graphics surface, and within the specified bounds
        /// </summary>
        /// <param name="g">The Graphics to draw on</param>
        /// <param name="upButtonRect">The Rectangle that represents the dimensions 
        /// of the up button</param>
        /// <param name="upButtonClipRect">The Rectangle that represents the clipping area
        /// for the up button</param>
        /// <param name="upButtonState">An UpDownState value that specifies the 
        /// state to draw the up button in</param>
        /// <param name="downButtonRect">The Rectangle that represents the dimensions 
        /// of the down button</param>
        /// <param name="downButtonClipRect">The Rectangle that represents the clipping area
        /// for the down button</param>
        /// <param name="downButtonState">An UpDownState value that specifies the 
        /// state to draw the down button in</param>
        public static void DrawUpDownButtons(Graphics g, Rectangle upButtonRect, Rectangle upButtonClipRect, UpDownState upButtonState, Rectangle downButtonRect, Rectangle downButtonClipRect, UpDownState downButtonState)
        {
            if (g == null)
            {
                return;
            }

            if (upButtonRect.Width > 0 && upButtonRect.Height > 0 && upButtonClipRect.Width > 0 && upButtonClipRect.Height > 0)
            {
                if (ThemeManager.VisualStylesEnabled)
                {
                    //ThemeManager.DrawThemeBackground(g, ThemeClasses.UpDown, (int) UpDownParts.Up, (int) upButtonState, upButtonRect, upButtonClipRect);
                    VisualStyleRenderer renderer;
                    switch (upButtonState)
                    {
                        case UpDownState.Disabled:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Disabled);
                            break;
                        case UpDownState.Hot:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Hot);
                            break;
                        case UpDownState.Pressed:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Pressed);
                            break;
                        case UpDownState.Normal:
                        default:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Normal);
                            break;
                    }
                    renderer.DrawBackground(g, upButtonRect, upButtonClipRect);
                }
                else
                {
                    ControlPaint.DrawScrollButton(g, upButtonRect, ScrollButton.Up, ThemeManager.ConvertUpDownStateToButtonState(upButtonState));
                }
            }

            if (downButtonRect.Width > 0 && downButtonRect.Height > 0 && downButtonClipRect.Width > 0 && downButtonClipRect.Height > 0)
            {
                if (ThemeManager.VisualStylesEnabled)
                {
                    //ThemeManager.DrawThemeBackground(g, ThemeClasses.UpDown, (int) UpDownParts.Down, (int) downButtonState, downButtonRect, downButtonClipRect);
                    VisualStyleRenderer renderer;
                    switch (downButtonState)
                    {
                        case UpDownState.Disabled:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Disabled);
                            break;
                        case UpDownState.Hot:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Hot);
                            break;
                        case UpDownState.Pressed:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Pressed);
                            break;
                        case UpDownState.Normal:
                        default:
                            renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Normal);
                            break;
                    }
                    renderer.DrawBackground(g, downButtonRect, downButtonClipRect);
                }
                else
                {
                    ControlPaint.DrawScrollButton(g, downButtonRect, ScrollButton.Down, ThemeManager.ConvertUpDownStateToButtonState(downButtonState));
                }
            }
        }
Esempio n. 13
0
 /// <summary>
 /// Draws an UpDown's up and down buttons in the specified state, on the specified 
 /// graphics surface, and within the specified bounds
 /// </summary>
 /// <param name="g">The Graphics to draw on</param>
 /// <param name="upButtonRect">The Rectangle that represents the dimensions 
 /// of the up button</param>
 /// <param name="upButtonState">An UpDownState value that specifies the 
 /// state to draw the up button in</param>
 /// <param name="downButtonRect">The Rectangle that represents the dimensions 
 /// of the down button</param>
 /// <param name="downButtonState">An UpDownState value that specifies the 
 /// state to draw the down button in</param>
 public static void DrawUpDownButtons(Graphics g, Rectangle upButtonRect, UpDownState upButtonState, Rectangle downButtonRect, UpDownState downButtonState)
 {
     ThemeManager.DrawUpDownButtons(g, upButtonRect, upButtonRect, upButtonState, downButtonRect, downButtonRect, downButtonState);
 }
Esempio n. 14
0
 // Use this for initialization
 void Start()
 {
     criticalState = CriticalState.NORMAL;
     upDownState   = UpDownState.UP;
 }
Esempio n. 15
0
    // Update is called once per frame
    void Update()
    {
        transform.position = new Vector3(transform.position.x, 0.9f, transform.position.z);                                          //always make sure the players height sounds the same
        //PLAYER MOVEMENT
        if (gameStateManager.isGamePaused == false && gameStateManager.currentGameState != GameStateManager.GameState.levelDialogue) //can only move if the game isn't paused
        {
            if (Input.GetKey(KeyCode.A) == true && Input.GetKey(KeyCode.D) != true)
            {
                currentLeftRightState = LeftRightState.left;
                lastLeftRightState    = LeftRightState.left;
            }
            else if (Input.GetKey(KeyCode.A) != true && Input.GetKey(KeyCode.D) == true)
            {
                currentLeftRightState = LeftRightState.right;
                lastLeftRightState    = LeftRightState.right;
            }
            else if (Input.GetKey(KeyCode.A) == true && Input.GetKey(KeyCode.D) == true)
            {
                currentLeftRightState = LeftRightState.idle;
            }
            else
            {
                currentLeftRightState = LeftRightState.idle;
                if (playerSpeedHorizontal > playerSpeedMin)
                {
                    playerSpeedHorizontal = playerSpeedHorizontal * movingDecceleration;
                }
            }

            if (Input.GetKey(KeyCode.W) == true && Input.GetKey(KeyCode.S) != true)
            {
                currentUpDownState = UpDownState.up;
                lastUpDownState    = UpDownState.up;
            }
            else if (Input.GetKey(KeyCode.W) != true && Input.GetKey(KeyCode.S) == true)
            {
                currentUpDownState = UpDownState.down;
                lastUpDownState    = UpDownState.down;
            }
            else if (Input.GetKey(KeyCode.W) == true && Input.GetKey(KeyCode.S) == true)
            {
                currentUpDownState = UpDownState.idle;
            }
            else
            {
                currentUpDownState = UpDownState.idle;
                if (playerSpeedVertical > playerSpeedMin)
                {
                    playerSpeedVertical = playerSpeedVertical * movingDecceleration;
                }
            }
        }
        else
        {
            currentLeftRightState = LeftRightState.idle;
            currentUpDownState    = UpDownState.idle;
            if (playerSpeedVertical > playerSpeedMin)
            {
                playerSpeedVertical = playerSpeedVertical * movingDecceleration;
            }
            if (playerSpeedHorizontal > playerSpeedMin)
            {
                playerSpeedHorizontal = playerSpeedHorizontal * movingDecceleration;
            }
        }

        //making the player move
        if (currentLeftRightState == LeftRightState.left)
        {
            if (audioLock == false)
            {
                playerAudioSource.loop = true;
                playerAudioSource.Play();
                audioLock = true;
            }
            if (playerSpeedHorizontal < playerSpeedMax)
            {
                playerSpeedHorizontal = playerSpeedHorizontal * (movingAcceleration);
            }
            moveVelocity = new Vector3(-playerSpeedHorizontal, moveVelocity.y, moveVelocity.z);
        }
        else if (currentLeftRightState == LeftRightState.right)
        {
            if (audioLock == false)
            {
                playerAudioSource.loop = true;
                playerAudioSource.Play();
                audioLock = true;
            }
            if (playerSpeedHorizontal < playerSpeedMax)
            {
                playerSpeedHorizontal = playerSpeedHorizontal * (movingAcceleration);
            }
            moveVelocity = new Vector3(playerSpeedHorizontal, moveVelocity.y, moveVelocity.z);
        }
        else if (currentLeftRightState == LeftRightState.idle)
        {
            if (playerSpeedHorizontal > playerSpeedMin)
            {
                if (lastLeftRightState == LeftRightState.left)
                {
                    moveVelocity = new Vector3(-playerSpeedHorizontal, moveVelocity.y, moveVelocity.z);
                }
                else if (lastLeftRightState == LeftRightState.right)
                {
                    moveVelocity = new Vector3(playerSpeedHorizontal, moveVelocity.y, moveVelocity.z);
                }
            }
            else
            {
                moveVelocity = new Vector3(0, moveVelocity.y, moveVelocity.z);
            }
        }
        if (currentUpDownState == UpDownState.up)
        {
            if (audioLock == false)
            {
                playerAudioSource.loop = true;
                playerAudioSource.Play();
                audioLock = true;
            }
            if (playerSpeedVertical < playerSpeedMax)
            {
                playerSpeedVertical = playerSpeedVertical * (movingAcceleration);
            }
            moveVelocity = new Vector3(moveVelocity.x, moveVelocity.y, playerSpeedVertical);
        }
        else if (currentUpDownState == UpDownState.down)
        {
            if (audioLock == false)
            {
                playerAudioSource.loop = true;
                playerAudioSource.Play();
                audioLock = true;
            }
            if (playerSpeedVertical < playerSpeedMax)
            {
                playerSpeedVertical = playerSpeedVertical * (movingAcceleration);
            }
            moveVelocity = new Vector3(moveVelocity.x, moveVelocity.y, -playerSpeedVertical);
        }
        else if (currentUpDownState == UpDownState.idle)
        {
            if (playerSpeedVertical > playerSpeedMin)
            {
                if (lastUpDownState == UpDownState.up)
                {
                    moveVelocity = new Vector3(moveVelocity.x, moveVelocity.y, playerSpeedVertical);
                }
                else if (lastUpDownState == UpDownState.down)
                {
                    moveVelocity = new Vector3(moveVelocity.x, moveVelocity.y, -playerSpeedVertical);
                }
            }
            else
            {
                moveVelocity = new Vector3(moveVelocity.x, moveVelocity.y, 0);
            }
        }
    }
Esempio n. 16
0
        /// <summary>
        /// Draws an UpDown's up and down buttons in the specified state, on the specified
        /// graphics surface, and within the specified bounds
        /// </summary>
        /// <param name="g">The Graphics to draw on</param>
        /// <param name="upButtonRect">The Rectangle that represents the dimensions
        /// of the up button</param>
        /// <param name="upButtonClipRect">The Rectangle that represents the clipping area
        /// for the up button</param>
        /// <param name="upButtonState">An UpDownState value that specifies the
        /// state to draw the up button in</param>
        /// <param name="downButtonRect">The Rectangle that represents the dimensions
        /// of the down button</param>
        /// <param name="downButtonClipRect">The Rectangle that represents the clipping area
        /// for the down button</param>
        /// <param name="downButtonState">An UpDownState value that specifies the
        /// state to draw the down button in</param>
        public static void DrawUpDownButtons(Graphics g, Rectangle upButtonRect, Rectangle upButtonClipRect, UpDownState upButtonState, Rectangle downButtonRect, Rectangle downButtonClipRect, UpDownState downButtonState)
        {
            if (g == null)
            {
                return;
            }

            if (upButtonRect.Width > 0 && upButtonRect.Height > 0 && upButtonClipRect.Width > 0 && upButtonClipRect.Height > 0)
            {
                if (ThemeManager.VisualStylesEnabled)
                {
                    //ThemeManager.DrawThemeBackground(g, ThemeClasses.UpDown, (int) UpDownParts.Up, (int) upButtonState, upButtonRect, upButtonClipRect);
                    VisualStyleRenderer renderer;
                    switch (upButtonState)
                    {
                    case UpDownState.Disabled:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Disabled);
                        break;

                    case UpDownState.Hot:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Hot);
                        break;

                    case UpDownState.Pressed:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Pressed);
                        break;

                    case UpDownState.Normal:
                    default:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Up.Normal);
                        break;
                    }
                    renderer.DrawBackground(g, upButtonRect, upButtonClipRect);
                }
                else
                {
                    ControlPaint.DrawScrollButton(g, upButtonRect, ScrollButton.Up, ThemeManager.ConvertUpDownStateToButtonState(upButtonState));
                }
            }

            if (downButtonRect.Width > 0 && downButtonRect.Height > 0 && downButtonClipRect.Width > 0 && downButtonClipRect.Height > 0)
            {
                if (ThemeManager.VisualStylesEnabled)
                {
                    //ThemeManager.DrawThemeBackground(g, ThemeClasses.UpDown, (int) UpDownParts.Down, (int) downButtonState, downButtonRect, downButtonClipRect);
                    VisualStyleRenderer renderer;
                    switch (downButtonState)
                    {
                    case UpDownState.Disabled:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Disabled);
                        break;

                    case UpDownState.Hot:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Hot);
                        break;

                    case UpDownState.Pressed:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Pressed);
                        break;

                    case UpDownState.Normal:
                    default:
                        renderer = new VisualStyleRenderer(VisualStyleElement.Spin.Down.Normal);
                        break;
                    }
                    renderer.DrawBackground(g, downButtonRect, downButtonClipRect);
                }
                else
                {
                    ControlPaint.DrawScrollButton(g, downButtonRect, ScrollButton.Down, ThemeManager.ConvertUpDownStateToButtonState(downButtonState));
                }
            }
        }
            public void Update(float delta)
            {
                switch (State)
                {
                case OutriggersState.Undeploying:
                {
                    if (VerticalState == UpDownState.None)         // wait for the legs to go up
                    {
                        float   moveDist    = data.ExtensionMoveSpeed * delta;
                        Vector3 translation = -extensionDirection * moveDist;

                        currentExtendDistance -= Math.Abs(moveDist);

                        extensionBone.Translate(translation);

                        if (currentExtendDistance <= 0.0f)
                        {
                            State = OutriggersState.Undeployed;
                        }
                    }
                }
                break;

                case OutriggersState.Deploying:
                {
                    float   moveDist    = data.ExtensionMoveSpeed * delta;
                    Vector3 translation = extensionDirection * moveDist;

                    currentExtendDistance += Math.Abs(moveDist);

                    extensionBone.Translate(translation);

                    if (currentExtendDistance >= data.ExtensionDistance)
                    {
                        State         = OutriggersState.Deployed;
                        VerticalState = UpDownState.Down;
                    }
                }
                break;
                }


                switch (VerticalState)
                {
                case UpDownState.Up:
                {
                    float   moveDist    = data.SupportMoveSpeed * delta;
                    Vector3 translation = -supportDirection * moveDist;

                    currentSupportDistance -= Math.Abs(moveDist);

                    supportBone.Translate(translation);

                    if (currentSupportDistance <= 0.0f)
                    {
                        VerticalState = UpDownState.None;
                    }
                }
                break;

                case UpDownState.Down:
                {
                    float   moveDist    = data.SupportMoveSpeed * delta;
                    Vector3 translation = supportDirection * moveDist;

                    currentSupportDistance += Math.Abs(moveDist);

                    supportBone.Translate(translation);

                    if (currentSupportDistance >= data.SupportDistance)
                    {
                        VerticalState = UpDownState.None;
                    }
                }
                break;
                }
            }
Esempio n. 18
0
 // Use this for initialization
 void Start()
 {
     criticalState = CriticalState.NORMAL;
     upDownState = UpDownState.UP;
 }
Esempio n. 19
0
 /// <summary>
 /// Draws an UpDown's up and down buttons in the specified state, on the specified
 /// graphics surface, and within the specified bounds
 /// </summary>
 /// <param name="g">The Graphics to draw on</param>
 /// <param name="upButtonRect">The Rectangle that represents the dimensions
 /// of the up button</param>
 /// <param name="upButtonState">An UpDownState value that specifies the
 /// state to draw the up button in</param>
 /// <param name="downButtonRect">The Rectangle that represents the dimensions
 /// of the down button</param>
 /// <param name="downButtonState">An UpDownState value that specifies the
 /// state to draw the down button in</param>
 public static void DrawUpDownButtons(Graphics g, Rectangle upButtonRect, UpDownState upButtonState, Rectangle downButtonRect, UpDownState downButtonState)
 {
     ThemeManager.DrawUpDownButtons(g, upButtonRect, upButtonRect, upButtonState, downButtonRect, downButtonRect, downButtonState);
 }