コード例 #1
0
 // Start is called before the first frame update
 void Start()
 {
     if (Profile == null)
     {
         InGameDebug.Log(GetType().Name + ": Profile was not set.");
     }
     _profileNameText.text = Profile.Name;
     foreach (var axis in Profile.Axes)
     {
         Instantiate(_inputAxisDisplay, transform).GetComponent <BBInputAxisDisplay>().Axis = axis;
     }
     Canvas.ForceUpdateCanvases();
 }
コード例 #2
0
 public static void AddOnAxisPressed(string axisName, Action action, int priority = 0)
 {
     foreach (var profile in Profiles)
     {
         foreach (var axis in profile.Axes)
         {
             if (axis.Name == axisName)
             {
                 axis.AddOnPressed(action, priority);
                 return;
             }
         }
     }
     InGameDebug.Log("No axis with name '" + axisName + "'.");
 }
コード例 #3
0
 /// <summary>
 /// Adds an action to be called when an axis is released.
 /// </summary>
 /// <param name="axisName">Te name of the axis.</param>
 /// <param name="action">The action to perform.</param>
 /// <param name="priority">The priority of the action.</param>
 public static void AddOnAxisReleased(string axisName, DynValue action, int priority = 0)
 {
     foreach (var profile in Profiles)
     {
         foreach (var axis in profile.Axes)
         {
             if (axis.Name == axisName)
             {
                 axis.AddOnReleased(() => LuaManager.Call(action), priority);
                 return;
             }
         }
     }
     InGameDebug.Log("No axis with name '" + axisName + "'.");
 }
コード例 #4
0
 // Start is called before the first frame update
 void Start()
 {
     if (Axis == null)
     {
         InGameDebug.Log(GetType().Name + ": Axis was not set.");
     }
     _axisNameText.text = Axis.Name;
     foreach (var binding in Axis.PositiveKeyCodes)
     {
         var bindingDisplay = Instantiate(_bindingsDisplayPrefab, transform).GetComponent <BBInputBindingDisplay>();
         bindingDisplay.Binding = binding;
         bindingDisplay.Axis    = Axis;
     }
     Canvas.ForceUpdateCanvases();
 }
コード例 #5
0
ファイル: InGameDebug.cs プロジェクト: amatt1552/Riddel
    void Awake()
    {
        names       = new List <string>();
        GC          = GetComponent <InGameDebug>();
        canvasGO    = (GameObject)Instantiate(Resources.Load("UI/TestingCanvas"));
        dragGO      = canvasGO.transform.Find("Image").gameObject;
        debugTextGO = dragGO.transform.Find("Dropdown").gameObject;

        debugText = debugTextGO.GetComponent <Dropdown>();
        //rect = debugTextGO.GetComponent<RectTransform>();
        //rect.anchoredPosition3D = new Vector3(0, 250, 0);

        if (!debuging)
        {
            canvasGO.SetActive(false);
        }

        AddDrag();
    }
コード例 #6
0
    //level 3

    //level 4



    void Start()
    {
        levelComplete   = false;
        nextLevelButton = GameObject.Find("NextLevelButton").GetComponent <Button>();
        lastLevelButton = GameObject.Find("LastLevelButton").GetComponent <Button>();
        levelSettings   = LevelSettings.GC;
        debug           = InGameDebug.GC;
        touch           = TouchInputs.GC;

        if (GameData.levelsComplete < levelSettings.GetCurrentLevel() + 1)
        {
            //hints for levels while not complete
            switch (levelSettings.GetCurrentLevel())
            {
            case 0:
                Hint.text = Hint.GC.RandomHint();
                break;

            case 1:
                Hint.text = "Press and hold on Spheres to lift.";
                break;

            case 2:
                Hint.text = "Move another finger left and right while the object is selected to rotate.";
                glow      = GameObject.Find("glow");
                break;

            case 3:
                Hint.text = "Perhaps a bit more brain-muscles are needed?";
                break;

            case 4:
                Hint.text = "Sometimes you have to reflect to move forward.";
                break;
            }
            Hint.GC.ShowHint(5);
        }
        else
        {
            //hints for levels while complete
            switch (levelSettings.GetCurrentLevel())
            {
            case 0:
                Hint.text = Hint.GC.RandomHint();
                Hint.GC.ShowHint(5);
                break;

            case 1:
                Hint.text = "Wonder what this powers..";
                break;

            case 2:
                Hint.text = "Move another finger left and right while the object is selected to rotate.";
                glow      = GameObject.Find("glow");
                break;

            case 3:
                Hint.text = "Perhaps a bit more brain-muscles are needed?";
                break;

            case 4:
                Hint.text = "Sometimes you have to reflect to move forward.";
                break;
            }
        }
    }
コード例 #7
0
ファイル: TouchInputs.cs プロジェクト: amatt1552/Riddel
 void Start()
 {
     GC      = GetComponent <TouchInputs>();
     debug   = InGameDebug.GC;
     touches = new Touch[10];
 }
コード例 #8
0
ファイル: Telephathy.cs プロジェクト: amatt1552/Riddel
    /* NOTES
     * target is the object you selected
     * the ObjectCollision helps to detect the direction of the collisions
     * strength is how fast you can move the object.
     * need to set up boxSettings
     * speedReduction and speedIncrease should be inputed as positive
     */

    void Start()
    {
        basicCollision = new BasicCollision();
        touch          = TouchInputs.GC;
        debug          = InGameDebug.GC;
    }
コード例 #9
0
 private void LogTick(int tick)
 {
     InGameDebug.Log("Tick test: Tick = " + tick);
 }