Inheritance: MonoBehaviour
コード例 #1
0
        public TouchControlInputs(TouchInputs TouchInputs)
        {
            this.TouchInputs = TouchInputs;
            Dpad             = new DpadDirectionTouchDectector(
                TouchControllerRenderer.BUTTON_TOP_X
                , TouchControllerRenderer.BUTTON_TOP_Y
                , TouchControllerRenderer.BUTTON_BOT_X
                , TouchControllerRenderer.BUTTON_BOT_Y
                , TouchControllerRenderer.BUTTON_LEFT_X
                , TouchControllerRenderer.BUTTON_LEFT_Y
                , TouchControllerRenderer.BUTTON_RIGHT_X
                , TouchControllerRenderer.BUTTON_RIGHT_Y
                , DpadDirection.Up
                , DpadDirection.Down
                , DpadDirection.Left
                , DpadDirection.Right
                );

            Actions = new DpadDirectionTouchDectector(
                TouchControllerRenderer.BUTTON2_TOP_X
                , TouchControllerRenderer.BUTTON2_TOP_Y
                , TouchControllerRenderer.BUTTON2_BOT_X
                , TouchControllerRenderer.BUTTON2_BOT_Y
                , TouchControllerRenderer.BUTTON2_LEFT_X
                , TouchControllerRenderer.BUTTON2_LEFT_Y
                , TouchControllerRenderer.BUTTON2_RIGHT_X
                , TouchControllerRenderer.BUTTON2_RIGHT_Y
                , DpadAction.Special
                , DpadAction.Jump
                , DpadAction.Attack
                , DpadAction.Defense
                );
        }
コード例 #2
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        uIManager            = GetComponent <UIManager>();
        environmentGenerator = GetComponent <EnvironmentGenerator>();
        bugSpawner           = GetComponent <BugSpawner>();
        touchInputs          = GetComponent <TouchInputs>();

#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
        pauseButton.transform.SetParent(uIPanel.transform);
        Destroy(touchInputObject);
#endif
#if UNITY_IOS || UNITY_ANDROID
        Destroy(instructions);
#endif
    }
コード例 #3
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 #4
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 #5
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;
    }