public void SetValue(GestureEnum type, bool value) { switch (type) { case GestureEnum.Neutral: neutral = value; break; case GestureEnum.Fist: fist = value; break; case GestureEnum.OpenHand: openHand = value; break; case GestureEnum.FingerPoint: fingerPoint = value; break; case GestureEnum.Victory: victory = value; break; case GestureEnum.RockNRoll: rockNRoll = value; break; case GestureEnum.HandGun: handGun = value; break; case GestureEnum.ThumbsUp: thumbsUp = value; break; } }
public bool GetValue(GestureEnum type) { switch (type) { case GestureEnum.Neutral: return(neutral); case GestureEnum.Fist: return(fist); case GestureEnum.OpenHand: return(openHand); case GestureEnum.FingerPoint: return(fingerPoint); case GestureEnum.Victory: return(victory); case GestureEnum.RockNRoll: return(rockNRoll); case GestureEnum.HandGun: return(handGun); case GestureEnum.ThumbsUp: return(thumbsUp); } return(false); }
//set spell properties based off passed gesture void handleGesture(GestureEnum gest) { if(gest == GestureEnum.V_DOWN){ elem = SpellElement.earth; type = SpellType.invalid; }else if(gest == GestureEnum.V_UP){ elem = SpellElement.fire; type = SpellType.invalid; }else if(gest == GestureEnum.SQUARE){ elem = SpellElement.water; type = SpellType.invalid; }else if(gest == GestureEnum.HORIZONTAL_LINE) type = SpellType.offensive; else if(gest == GestureEnum.VERTICAL_LINE) type = SpellType.defensive; if(elem != SpellElement.invalid){ ui.SetEquippedSpell(elem); if(type != SpellType.invalid) castSpell(); } }
private void OnGestureRecieved(GestureEnum gesture) { GestureRecievedEvent?.Invoke(this, gesture); }