int GetInputTypeAsInt(inputType input) { switch (input) { case inputType.tap: return(0); case inputType.swipeLeft: return(1); case inputType.swipeRight: return(2); case inputType.swipeDown: return(3); case inputType.swipeUp: return(4); case inputType.up: return(5); default: return(0); } }
inputType controlsUsed(inputType controls) { if (controls == inputType.ios) { print("iOS controls enabled"); } else if (controls == inputType.osx) { print("OSX controls enabled"); } else if (controls == inputType.pc) { print("PC controls enabled"); } else if (controls == inputType.android) { print("Droid controls enabled"); } else if (controls == inputType.iCade) { print("iCade controls enabled"); } else if (controls == inputType.oculous) { print("Oculous controls enabled"); } else { } return(controls); }
public CreateWholeFrame(string Name, inputType type) { Label label = new Label() { Content = Name, FontSize = 14, Padding = new System.Windows.Thickness(2), }; if (type == inputType.Password) { box = new PasswordBox() { MaxHeight = 20, MaxLength = 150, MinWidth = 100 }; (box as PasswordBox).PasswordChar = '*'; } else { box = new TextBox() { MaxHeight = 20, MaxLength = 150, MinWidth = 100 }; } dock.AddChild(label, Dock.Left); dock.AddChild(box, Dock.Left); Content = dock; Margin = new Thickness(5); }
// Update is called once per frame void Update() { inputType input = inputFunc(); // Debug.Log(input.X + ", " + input.Y); if (input.attack && !isAttacking) { StartCoroutine(currentAttack()); } else if (input.block && !isAttacking) { StartCoroutine(block()); } Vector3 direction = new Vector3(-input.Y, 0, -input.X); //Debug.Log(direction); if (direction != Vector3.zero && !changingmodes) { Quaternion rotation = Quaternion.LookRotation(direction, Vector3.up); transform.rotation = rotation; rb.AddForce(Quaternion.Euler(0, -90, 0) * direction * speed * 10); } anim.SetFloat("Speed", rb.velocity.magnitude); }
/* * Func: AddAction * Desc: Registers a function callback when an action (eg swipe) is performed on an object. * Args: * inpObj: GameObject: The object that we are registering the action for * inpType: inputType: The action type we are watching for (tap/swipe/hold) * enabled: bool: Whether or not the action is currently enabled * outFunc: Function: The function to run when the action is performed * outArgs: Arguments: The arguments to run with the function when an action is performed * ... outArgs can continue indefinitely, as many args as you want can be given... * Outs: * Int: -1 on Error, >0 is list index in registeredActions, the public list registry * Example Use(s): * * //Add action to grid for tapping to build a building, pass in touch pos to addBuilding func, it starts enabled * AddAction(this.gameobject, inputType.tap, true, this.addBuilding, touchEndPos) * * //Add action to building for when user presses and holds on it, it starts disabled * AddAction(this.GameObject, inputType.pressHold, false, this.showDetails) */ public int AddAction(GameObject inpObj, inputType inpType, bool enabled, System.Action outFunc, object[] outArgs = null) { LogAction(string.Format("Adding '{0}' action to '{1}' with func '{3}' and args '{4}' in '{2}' state...", inpType, inpObj.name, enabled, outFunc.Method, outArgs)); //Create action data for action actionData newActionData = new actionData(); //Return -1 (fail) if addActionData fails, as this validates the input data if (!(newActionData.addActionData(inpObj, inpType, enabled, outFunc, outArgs))) { LogAction("Error adding actionData to newActionData var."); return(-1); } ; //Register the action in our action list if (actionCount >= 4094) { print("AddAction: Error: Action List Full!"); } ; registeredActions[actionCount] = newActionData; actionCount++; //Return index in list to caller func return(actionCount - 1); }
public InputMessageBox(inputType inputType = inputType.Default) { InitializeComponent(); InputViewModel = new InputMessageBoxViewModel(inputType); DataContext = InputViewModel; }
/////////////////////////////////////////////////////////////////////////// // INPUT TYPE METHODS // /////////////////////////////////////////////////////////////////////////// private inputType leftStick() { inputType toRet = new inputType(); toRet.X = Input.GetAxis("P1-H"); toRet.Y = Input.GetAxis("P1-V"); toRet.attack = Input.GetAxis("P1-A") > 0.5; toRet.block = Input.GetAxis("P1-B") == 1; return(toRet); }
private inputType rightStick2() { inputType toRet = new inputType(); toRet.X = Input.GetAxis("P4-H"); toRet.Y = Input.GetAxis("P4-V"); toRet.attack = Input.GetAxis("P4-A") > 0.5; toRet.block = Input.GetAxis("P4-B") == 1; return(toRet); }
public InputMessageBoxViewModel(inputType inputType = inputType.Default) { Properties = new InputMessageBoxProperties(); OkButtonClickCommand = new OkButtonClickCommand(this); switch (inputType) { case inputType.Default: { Properties.ButtonWidth = 75; Properties.CancelButtonText = "Cancelar"; Properties.Height = 108; Properties.Width = 430; Properties.Message = "Informe um valor..."; Properties.OkButtonText = "Ok"; Properties.Title = string.Format("InputMessageBox"); break; } case inputType.AdicionarConteudo: { Properties.ButtonWidth = 75; Properties.CancelButtonText = "Cancelar"; Properties.Height = 108; Properties.Message = "Digite o nome do conteudo a ser pesquisado..."; Properties.ValidationMessage = "Digite o nome do conteudo a ser pesquisado."; Properties.OkButtonText = "Pesquisar"; Properties.Title = string.Format("Pesquisar - {0}", Settings.Default.AppName); Properties.Width = 430; break; } case inputType.SemResultados: { Properties.ButtonWidth = 75; Properties.CancelButtonText = "Cancelar"; Properties.Height = 108; Properties.Message = "Não foram encontrados resultados para este nome, informe um novo nome."; Properties.ValidationMessage = "Digite o nome do conteudo a ser pesquisado."; Properties.OkButtonText = "Pesquisar"; Properties.Title = string.Format("Pesquisar - {0}", Settings.Default.AppName); Properties.Width = 430; break; } default: break; } }
static void Main(string[] args) { if (args.Length != 1) { Console.WriteLine("This takes a single argument of the input PCB filename"); return; } if (!File.Exists(args[0])) { Console.WriteLine("Could not find input file: " + args[0]); return; } if (!File.Exists(Path.Combine(Environment.CurrentDirectory, "translate.csv"))) { Console.WriteLine("Could not find translate.csv file, make sure it's in the executing directory."); return; } inputFileName = args[0]; var inputFileExtention = Path.GetExtension(inputFileName).ToUpper(); if (inputFileExtention == ".CSPCBDOC") { inputFileType = inputType.CS; } else if (inputFileExtention == ".PCBDOC") { inputFileType = inputType.AD; } else { Console.WriteLine("Unknown input file extention"); return; } ReadTranslationList(); PCBDOC_InputFile = new CompoundFile(inputFileName, CFSUpdateMode.ReadOnly, CFSConfiguration.Default); PCBDOC_OutputFile = new CompoundFile(); LoadNewPCBFile(); PCBDOC_OutputFile.Save(GetNewFileName()); Console.WriteLine("Translation complete."); }
//Sets rotation angles based on input type protected void CheckRotation(inputType inputControl, ref Vector3 eulerAngles) { switch (inputControl) { case inputType.WASD: eulerAngles.x += -Input.GetAxis("Mouse Y") * 359f * cursorSensitivity; eulerAngles.y += Input.GetAxis("Mouse X") * 359f * cursorSensitivity; break; case inputType.Xbox: eulerAngles.x += Input.GetAxis("XRightVertical") * 359f * cursorSensitivity; eulerAngles.y += Input.GetAxis("XRightHorizontal") * 359f * cursorSensitivity; break; } }
// Update is called once per frame void Update() { tipo = (inputType)dropMenu.GetComponent <Dropdown>().value; switch (tipo) { case inputType.TipoR: field1PH.GetComponentInChildren <Text>().text = "rd..."; field2PH.GetComponentInChildren <Text>().text = "rt..."; field3PH.GetComponentInChildren <Text>().text = "rs..."; break; case inputType.TipoI: field1PH.GetComponentInChildren <Text>().text = "rd..."; field2PH.GetComponentInChildren <Text>().text = "rt..."; field3PH.GetComponentInChildren <Text>().text = "Imm..."; break; case inputType.LW: field1PH.GetComponentInChildren <Text>().text = "rd..."; field2PH.GetComponentInChildren <Text>().text = "Imm..."; field3PH.GetComponentInChildren <Text>().text = "rs..."; break; case inputType.SW: field1PH.GetComponentInChildren <Text>().text = "rd..."; field2PH.GetComponentInChildren <Text>().text = "Imm..."; field3PH.GetComponentInChildren <Text>().text = "rs..."; break; case inputType.nop: field1PH.GetComponentInChildren <Text>().text = "null"; field2PH.GetComponentInChildren <Text>().text = "null"; field3PH.GetComponentInChildren <Text>().text = "null"; break; } }
public IncomingObject(int typeOfInput, GameObject newPrefab, Sprite mainInteractionSprite, float start, float end, float arriveBeat, float beatsHeld, int indexNum) { // expected = GetInputType( typeOfInput ); inputRangeIsForHead = true; startInput = start; endInput = end; arrivalBeat = arriveBeat; beatsToHold = beatsHeld; endHold = beatsHeld + arrivalBeat; prefab = newPrefab; mainSprite = mainInteractionSprite; index = indexNum; isBeingHeld = false; if (beatsToHold > 1) { held = true; firstInput = inputType.tap; secondInput = GetInputType(typeOfInput); if (secondInput == inputType.tap) { secondInput = inputType.up; } } else { held = false; firstInput = GetInputType(typeOfInput); } expected = firstInput; }
//Sets direction based on input type protected void CheckMovement(inputType inputControl, ref Vector3 deltaPosition) { switch (inputControl) { case inputType.WASD: if (Input.GetKey(forwardInput)) { isMoving = true; deltaPosition += transform.forward; } if (Input.GetKey(backwardInput)) { isMoving = true; deltaPosition += -transform.forward; } if (Input.GetKey(rightInput)) { isMoving = true; deltaPosition += transform.right; } if (Input.GetKey(leftInput)) { isMoving = true; deltaPosition += -transform.right; } break; case inputType.Xbox: float moveHorizontal = Input.GetAxis("Horizontal"); float moveVertical = Input.GetAxis("Vertical"); if (Mathf.Abs(moveHorizontal) > 0 || Mathf.Abs(moveVertical) > 0) { isMoving = true; deltaPosition += new Vector3(moveHorizontal, 0, moveVertical); } break; } }
//Validated values constructor-ish method public bool addActionData(GameObject iObj, inputType iInpType, bool iEnabled, System.Action iFunc, object[] iFuncArgs = null) { //Validate data if (iObj == null) { return(false); } ; if (((int)iInpType) > 5 || ((int)iInpType) < 0) { return(false); } ; if (iFunc == null) { return(false); } ; //Set validated values obj = iObj; inpType = iInpType; enabled = iEnabled; func = iFunc; funcArgs = iFuncArgs; return(true); }
public inputObject(inputType type, KeyCode refKey) { iType = type; referenceKey = refKey; }
public inputObject(inputType type, GameObject refObj) { iType = type; referenceObject = refObj; }
void EndOfInput() { float endBeat = metronome.currentPartialBeats; float beatsHeld = endBeat - beatOfInput; inputType swipe = DetermineSwipe(Input.mousePosition); // Debug.Log (" swipe : " + swipe); int interactionType = GetInputTypeAsInt(swipe); if (readPlayerInput) { //set sprite int swipeInt = GetInputTypeAsInt(swipe); Sprite newSprite = instantiate.GetSprite(swipeInt); //destroy user created object ShowFeedback feedbackScript = (ShowFeedback )userCreatedObject.GetComponent(typeof(ShowFeedback)); feedbackScript.SetSprite(newSprite); feedbackScript.TimeDestruction(); float normalizedEndBeat = GetClosestHalfBeat(endBeat); float normalizedStartBeat = GetClosestHalfBeat(beatOfInput); string saveData = ""; saveData += normalizedStartBeat + ","; saveData += normalizedEndBeat + ","; saveData += interactionType.ToString() + ","; //if previous input does not overlap with current input if (normalizedStartBeat > previousEndBeat) { //record data GameData.dataControl.SavePerformanceStats(saveData); previousEndBeat = normalizedEndBeat; } } if (!readPlayerInput) { Debug.Log(" received : " + swipe + ", expected : " + currentObject.expected); if (WithinInputRange()) { // Debug.Log (" received : " + swipe + ", expected : " + currentObject.expected ); if (currentObject.expected == swipe) { if (swipe != inputType.tap && swipe != inputType.up) { Debug.Log(swipe + " at " + metronome.currentPartialBeats); } Debug.Log("ATTEMPTING TO DESTROY"); currentObject.feedbackScript.ShowSuccess(); } else if (currentObject.expected == inputType.tap && !currentObject.isBeingHeld) { currentObject.feedbackScript.ShowSuccess(); } } //if held object is let go early else if (currentObject.held && currentObject.isBeingHeld) { currentObject.feedbackScript.UnsuccessfulHoldContinuesToDestruction(); } currentObject.isBeingHeld = false; } }
public inputObject( inputType type, GameObject refObj) { iType = type; referenceObject = refObj; }
/// <summary> /// Constructor /// Args: /// - inputType _type : assigns the type of the slot /// - slotType _subtype : assigns the subtype of the slot /// </summary> public Slot(inputType _type, slotType _subtype) { type = _type; subtype = _subtype; }
//Default constructor, no data validation. public actionData(GameObject iObj, inputType iInpType, bool iEnabled, System.Action iFunc, object[] iFuncArgs = null) { //Set unvalidated values obj = iObj; inpType = iInpType; enabled = iEnabled; func = iFunc; funcArgs = iFuncArgs; }
public RegularLanguage(inputType type) { this.type = type; }
public RegularLanguage(string input, inputType type) { this.input = input; this.type = type; }
public inputObject( inputType type, KeyCode refKey) { iType = type; referenceKey = refKey; }
// Gets Touch Type (Tap, Swipe(Dir), HeldPress) // 0 = Tap, 1 = Held Press, 2 = LeftSwipe, 3 = Right Swipe, 4 = UpSwipe, 5 = DownSwipe private int GetTouchType(Vector2 startPos, Vector2 endPos, float holdTime) { //Variables for function inputType resultingType = inputType.tap; //Value to return to caller float minSwipeDist = 30f; //Minimum distance in pixelCoords for a swipe to be counted float minSwipeTime = 0.1f; //Minimum time a touch must be held for a swipe to count float minHoldTime = 0.75f; //Minimum time (s) a touch must be held for to be considered a held press //Check for tap if (holdTime < minSwipeTime) { resultingType = inputType.tap; return((int)resultingType); } ; //Check for held press if (holdTime >= minHoldTime) { resultingType = inputType.pressHold; return((int)resultingType); } ; // Check for swipe if (holdTime >= minSwipeTime && holdTime < minHoldTime) { // Check for Horizontal Swipe Distance bool xDirRight = false; //Bool for L/R float xDiff = 0.0f; //Swipe Distance if (startPos.x >= endPos.x) { xDirRight = false; xDiff = startPos.x - endPos.x; } else { xDirRight = true; xDiff = endPos.x - startPos.x; }; // Check for Vertical Swipe Distance bool yDirUp = false; //Bool for Up/Down float yDiff = 0.0f; //Swipe Distance if (startPos.y >= endPos.y) { yDirUp = false; yDiff = startPos.y - endPos.y; } else { yDirUp = true; yDiff = endPos.y - startPos.y; }; // Check if either were big enough to be considered a swipe // Check left/right first, then up/down, a swipe cannot be both, so if & else if if (xDiff >= minSwipeDist) { //Set swipe left/right values if (xDirRight) { resultingType = inputType.swipeRight; } else { resultingType = inputType.swipeLeft; }; } else if (yDiff >= minSwipeDist) { //Set swipe uo/down values if (yDirUp) { resultingType = inputType.swipeUp; } else { resultingType = inputType.swipeDown; }; } else { //Is not a swipe, or a touchHoldPress, just a tap, so set type resultingType = inputType.tap; }; } ; //Return the type return((int)resultingType); }