public override void OnInspectorGUI() { base.OnInspectorGUI(); PControl wt = (PControl)target; //wt.mAuto = GUILayout.Toggle(wt.mAuto, "mAuto"); if (GUILayout.Button("Up")) { wt.Traverse(0); } if (GUILayout.Button("Down")) { wt.Traverse(1); } if (GUILayout.Button("Forward")) { wt.Traverse(2); } if (GUILayout.Button("Backward")) { wt.Traverse(3); } if (GUILayout.Button("Left")) { wt.Traverse(4); } if (GUILayout.Button("Right")) { wt.Traverse(5); } }
private void Start() { characters = new List <GameObject>(); characters.Add(character1); characters.Add(character2); characters.Add(character3); currentIndex = -1; pControl = GetComponentInChildren <PControl>(); }
//bool m_Hit; void Start() { //m_Hit = false; anim = GetComponent <Animator>(); rb2d = GetComponent <Rigidbody2D>(); target = GameObject.FindObjectOfType <PControl>(); moveDirection = (target.transform.position - transform.position).normalized * gr_ProjSpeed; rb2d.velocity = new Vector2(moveDirection.x, moveDirection.y); //m_Hit = false; Destroy(gameObject, gr_ProjDestroyAfterTime); }
void Update() { pctarget = GameObject.FindObjectOfType <PControl>(); //CheckIfFalling(); //if (isFalling == true) //{ //Debug.Log("adding down force"); //rigid2D.velocity = Vector2.down; //} }
void Update() { target = GameObject.FindObjectOfType <PControl>(); if (isHit == true) { animator.SetBool("Hit", true); } else { animator.SetBool("Hit", false); } }
public override PActivity DirectCameraViewToFocus(PCamera aCamera, PNode aFocusNode, int duration) { PActivity animateViewToMatrix = base.DirectCameraViewToFocus(aCamera, aFocusNode, duration); PControl controlNode = (PControl)aFocusNode; aCamera.Root.WaitForActivities(); controlNode.CurrentCamera = aCamera; controlNode.Editing = true; return(animateViewToMatrix); }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == ("Player")) { PControl controller = collision.gameObject.GetComponent <PControl>(); if (controller != null) { controller.ResetPlayer(); } else { Debug.LogError("Error: player controller is null."); } } }
/// <summary> /// Animates the camera's view to keep the control node on the screen and at 100 /// percent scale with minimal view movement. /// </summary> /// <param name="aCamera">The camera whose view will be animated.</param> /// <param name="aControlNode">The control node to animate to.</param> /// <param name="path">The pick path through which the control node was picked.</param> /// <param name="duration">The length of the animation.</param> /// <returns> /// The activity that animates the camera's view to the control node. /// </returns> public virtual PActivity DirectCameraViewToControl(PCamera aCamera, PControl aControlNode, PPickPath path, int duration) { Matrix originalViewMatrix = aCamera.ViewMatrix; // Scale the canvas to include SizeFx s = new SizeFx(1, 0); s = aControlNode.GlobalToLocal(s); float scaleFactor = s.Width / aCamera.ViewScale; PointFx scalePoint = PUtil.CenterOfRectangle(aControlNode.GlobalFullBounds); if (scaleFactor != 1) { aCamera.ScaleViewBy(scaleFactor, scalePoint.X, scalePoint.Y); } // Pan the canvas to include the view bounds with minimal canvas // movement. aCamera.AnimateViewToPanToBounds(aControlNode.GlobalFullBounds, 0); // Get rid of any white space. The canvas may be panned and // zoomed in to do this. But make sure not stay constrained by max // magnification. //FillViewWhiteSpace(aCamera); Matrix resultingMatrix = aCamera.ViewMatrix; aCamera.ViewMatrix = originalViewMatrix; PControl controlNode = (PControl)aControlNode; // Animate the canvas so that it ends up with the given // view transform. PActivity animateCameraViewActivity = AnimateCameraViewMatrixTo(aCamera, resultingMatrix, duration); aCamera.Root.WaitForActivities(); Matrix pathTransform = path.GetPathTransformTo(controlNode); PointFx point = new PointFx(controlNode.X, controlNode.Y); PointFx pf = MatrixExtensions.Transform(pathTransform, point); controlNode.ControlLocation = new System.Drawing.Point((int)pf.X, (int)pf.Y); controlNode.CurrentCanvas = path.TopCamera.Canvas; controlNode.Editing = true; return(animateCameraViewActivity); }
public override void OnMouseDown(object sender, PInputEventArgs e) { if (lastEditedControl != null) { lastEditedControl.Editing = false; } PNode node = e.PickedNode; if (node is PControl) { e.Handled = true; base.OnMouseDown(sender, e); lastEditedControl = (PControl)node; } }
/// <summary> /// Overridden. Moves the focus to the <see cref="PControl"/> node under /// the cursor. /// </summary> /// <param name="sender">The source of the PInputEvent.</param> /// <param name="e">A PInputEventArgs that contains the event data.</param> public override void OnMouseDown(object sender, PInputEventArgs e) { base.OnMouseDown(sender, e); if (lastEditedControl != null) { lastEditedControl.Editing = false; } PNode node = e.PickedNode; if (node is PControl) { e.Handled = true; DirectCameraViewToControl(e.Camera, (PControl)node, e.Path, 300); lastEditedControl = (PControl)node; } }
void Update() { if (Input.GetKeyDown(KeyCode.Q) && characterChangeCooldown == false) { Switch(); pControl = GetComponentInChildren <PControl>(); Invoke("ResetCooldown", 1.0f); characterChangeCooldown = true; } if (pControl.currentHealth <= 0) { Switch(); pControl = GetComponentInChildren <PControl>(); deathCounter++; } if (deathCounter >= 3) { SceneManager.LoadScene("GameOver"); } }
public override void Initialize() { // Add a standard pnode to the scene graph. PNode aNode = new PNode(); aNode.SetBounds(0, 70, 15, 15); aNode.Brush = Brushes.Blue; Canvas.Layer.AddChild(aNode); // Create a button. Button button = new Button(); button.Text = "Hello"; button.Bounds = new Rectangle(10, 10, 10, 10); button.BackColor = SystemColors.Control; // Wrap the button in a PControl and // add it to the scene graph. PControl cn = new PControl(button); Canvas.Layer.AddChild(cn); cn.SetBounds(20, 20, 70, 70); // Create another button. Button otherButton = new Button(); otherButton.Text = "123"; otherButton.Bounds = new Rectangle(0, 0, 15, 45); otherButton.BackColor = SystemColors.Control; // Wrap the second button in another PControl and // add it to the scene graph. PControl cn2 = new PControl(otherButton, PCanvas.CURRENT_PCANVAS); cn2.ScaleBy(1.1f); Canvas.Layer.AddChild(cn2); // Create a tabcontrol TabControl tabControl = new TabControl(); tabControl.Size = new Size(60, 60); tabControl.TabPages.Add(new TabPage("P1")); tabControl.TabPages.Add(new TabPage("P2")); // Wrap the tabcontrol in a PControl and // add it the scene graph. PControl cn3 = new PControl(tabControl); cn3.ScaleBy(1.2f); cn3.TranslateBy(0, 100); Canvas.Layer.AddChild(cn3); // Create an internal camera that looks at the main layer. PCamera internalCamera = new PCamera(); internalCamera.TranslateViewBy(145, 145); internalCamera.ScaleViewBy(.5f); internalCamera.SetBounds(130, 130, 200, 200); internalCamera.Brush = Brushes.Yellow; internalCamera.AddLayer(Canvas.Layer); Canvas.Camera.AddChild(internalCamera); Canvas.Layer.ScaleBy(1.3f); // Create another canvas. PCamera otherCamera = new PCamera(); otherCamera.AddLayer(Canvas.Layer); Canvas.Root.AddChild(otherCamera); PCanvas other = new PCanvas(); other.Camera = otherCamera; PForm result = new PForm(false, other); result.StartPosition = FormStartPosition.Manual; result.Location = new Point(this.Location.X + this.Width, this.Location.Y); result.Size = this.Size; result.Show(); // Add the control event handler to both canvas' cameras. Canvas.Camera.AddInputEventListener(new PControlEventHandler()); other.Camera.AddInputEventListener(new PControlEventHandler()); }