static void Main(string[] args) { ClientContext.PreloadNativeLibraries(); using (ServerAutoStarter serverAutoStarter = new ServerAutoStarter()) using (OSVR.ClientKit.ClientContext context = new OSVR.ClientKit.ClientContext("com.osvr.exampleclients.managed.Direction")) { #if NET20 using (var direction = DirectionInterface.GetInterface(context, Path)) #else using (var direction = context.GetDirectionInterface(Path)) #endif { direction.StateChanged += direction_StateChanged; // Pretend that this is your application's main loop for (int i = 0; i < 1000000; ++i) { context.update(); var directionState = direction.GetState(); Console.WriteLine("Direction State: {0}", FormatDirectionReport(directionState.Value)); } Console.WriteLine("Library shut down; exiting."); } } }
protected new void Awake() { base.Awake(); (_coll = GetComponent <CircleCollider2D>()).enabled = false; (_rend = GetComponent <SpriteRenderer>()).enabled = false; CooldownTimer = 2.5f; this.DoActionInNextFrame(() => { if (Holder.gameObject == ControlBase.PlayerGameObject) { _directionGUI = BasicLib.InstantiatePrefabTr("gui/" + typeof(DirectionInterface).Name, transform).GetComponent <DirectionInterface>(); _directionGUI.gameObject.SetActive(false); _directionGUI.transform.localScale = new Vector3(0.15f, 0.15f); } }); AttackOnAirState s1 = new AttackOnAirState(_ASM, this); ChagnedDirectionState s2 = new ChagnedDirectionState(_ASM, this); s1.SetTargetStates(s2); _ASM.InitializeWithStates(new InactiveEnabledDisableAttackState(_ASM, this), s1); ClearCooldown(); }
public Direction(ClientContext context, String path) { directionInterface = context.GetDirectionInterface(path); directionInterface.StateChanged += DirectionInterface_StateChanged; }