public void SpawnKeyPad() { _keypad = Instantiate(_keypadPrefab, transform) as GameObject; _keypadController = _keypad.GetComponent <KeypadController>(); _keypadController._activeInputField = GetComponent <InputField>(); _keypad.transform.parent = transform; _keypad.transform.localPosition = Vector3.zero; _keypad.transform.localRotation = Quaternion.identity; }
private void UpdateSecretLocator() { Vector3 diff = secretTreasure - transform.position; diff = Quaternion.Euler(0, 0, -controllerRotation) * diff; float left = 0.0f; float right = 0.0f; float horiz = 0.0f; if (Mathf.Abs(diff.x) < 10.0f) { float intensity = diff.x / 10.0f; if (intensity < 0) { left = 1.0f + intensity; if (left > 0.9) { right = left; } else { horiz = left; } } else { right = 1.0f - intensity; if (right > 0.9) { left = right; } else { horiz = right; } } } float up = 0.0f; float down = 0.0f; float vert = 0.0f; if (Mathf.Abs(diff.y) < 10.0f) { float intensity = diff.y / 10.0f; if (intensity < 0) { down = 1.0f + intensity; if (down > 0.9) { up = down; } else { vert = down; } } else { up = 1.0f - intensity; if (up > 0.9) { down = up; } else { vert = up; } } } KeypadController pad = GetComponent <KeypadController>(); if (!pad) { return; } pad.SetArrowState(left, horiz, right, up, vert, down); }
private void UpdateGemLeds() { if (matrixButtonSprites != null) { for (int row = 0; row < 4; ++row) { for (int col = 0; col < 4; ++col) { Color c = Color.black; if (gemCount[col] > row) { if (col == 0) { c = Color.blue; } if (col == 1) { c = Color.red; } if (col == 2) { c = Color.yellow; } if (col == 3) { c = Color.green; } } if (row == 3 && gemCount[4] > col) { c = Color.white; } var sprite = matrixButtonSprites[row][col]; if (sprite) { sprite.color = c; } } } } KeypadController pad = GetComponent <KeypadController>(); if (!pad) { return; } bool[] leds = new bool[16]; leds[0] = gemCount[0] > 0; leds[1] = gemCount[1] > 0; leds[2] = gemCount[2] > 0; leds[3] = gemCount[3] > 0; leds[4] = gemCount[0] > 1; leds[5] = gemCount[1] > 1; leds[6] = gemCount[2] > 1; leds[7] = gemCount[3] > 1; leds[8] = gemCount[0] > 2; leds[9] = gemCount[1] > 2; leds[10] = gemCount[2] > 2; leds[11] = gemCount[3] > 2; leds[12] = gemCount[4] > 0; leds[13] = gemCount[4] > 1; leds[14] = gemCount[4] > 2; leds[15] = gemCount[4] > 3; pad.SetLedState(leds); }
private void Awake() { Instance = this; }