public GnomApp(IGnomTree view, IPressable startingElementId, IConsoleManipulator manipulator, Action<GnomEventArgs> keyRoutingMethod) { this.View = view; this.KeyRoutingMethod = keyRoutingMethod; this.Selected = startingElementId; this.Manipulator = manipulator; }
private void RecieveTouches() { if (Input.touchCount > 0) { targetColor = Color.white; #region new for (int i = 0; i < Input.touchCount && i < i_maxFingers; i++) { ray = cam.ScreenPointToRay(Input.touches[i].position); Debug.DrawRay(ray.origin, ray.direction.normalized * 10, Color.blue); if (Input.touches[i].phase == TouchPhase.Began) { IPressable p = null; Physics.Raycast(ray, out hit, -cam.transform.position.z + 10, controlPointMask); if (hit.collider != null) { p = hit.collider.GetComponent <IPressable>(); if (p != null) { p.press(); } if (!lizzy.b_Animating) { lizzy.SetAnimationBool("Fusetouching", true); } cp_currentControlPoints[Input.touches[i].fingerId] = hit.collider.GetComponent <ControlPoint>(); } } if (cp_currentControlPoints[Input.touches[i].fingerId] != null) { cp_currentControlPoints[Input.touches[i].fingerId].SetPosition(cam.ScreenToWorldPoint(Vector3.Scale(Input.touches[i].position, V3_zFlatten) + V3_facePos)); if (Input.touches[i].phase == TouchPhase.Ended) { cp_currentControlPoints[Input.touches[i].fingerId] = null; AudioManager.x.PlaySFX(touchClip, .8f, 1.2f); } } } #endregion } else { if (b_won) { lizzy.SetAnimationBool("Goodjob", true); } else { lizzy.BackToIdle(); } targetColor = Color.clear; } }
private void TouchUI() { if (Input.touchCount > 0) { ray = cam.ScreenPointToRay(Input.touches[0].position); //Debug.DrawRay(ray.origin, ray.direction.normalized * 10, Color.blue); if (Physics.Raycast(ray, out hit, -cam.transform.position.z + 10, menuMask)) { //print("touching ui"); IPressable p = hit.collider.GetComponent <IPressable>(); if (p != null) { p.press(); } } } }
void Bar(IPressable pressable) { pressable.Press(); }
/** * Function for assigning key functions. * Example: command could be "Jump" and pressable could be any pressable we pass in. * Any number of commands can be stored, and have any number of pressables associated * with them. */ public void AssignPressable(string command, IPressable pressable) { if (!pressables.ContainsKey(command)) { pressables[command] = new List<IPressable>(); } pressables[command].Add(pressable); }
public ControlSideListener(IPressable leftControl, IPressable rightControl, float speed) { _leftControl = leftControl; _rightControl = rightControl; _speed = speed; }
public void LinkTo(ConsoleKey key, IPressable element, bool doubly = true) { if(!this.Neighbors.ContainsKey(key)) { this.Neighbors.Add(key, element); } else { this.Neighbors[key] = element; } if (!element.Neighbors.ContainsKey(reverseKeys[key]) || doubly) { if (!element.Neighbors.ContainsKey(reverseKeys[key])) { element.Neighbors.Add(reverseKeys[key], this); } else { element.Neighbors[reverseKeys[key]] = this; } } }
void Start() { mechanism = transform.parent.gameObject.GetComponent <IPressable>(); }
public GnomEventArgs(IGnomTree view, IPressable target, ConsoleKeyInfo keyInfo) { this.View = view; this.Target = target; this.PressedKeyInfo = keyInfo; }
public void AddPress(IPressable c) { mPressables.Add(c); }