コード例 #1
0
        private float ReleaseTime;  //tmp ?


        public SimpleButton(Vector2 position, Vector2 size, float reltime = 0.3f, CollisionType ctype = CollisionType.Rectangle, Texture2D textureoff = null, Texture2D textureon = null)
        {
            Position = position;
            Size = size;
            ReleasedTexture = textureoff;
            PressedTexture = textureon;

			// button area is set whatever collision type because it is also use for drawing

			if (ctype == CollisionType.Rectangle)
			{
				ButtonArea = new Rectangle((int)position.X, (int)position.Y, (int)Size.X, (int)size.Y);
				collisionType = CollisionType.Rectangle;
			}
			else
			{
				ButtonAreaCircle = new Circle(Size.X /2.0f, new Vector2(position.X, position.Y));

				// a bit complicated this way
				ButtonArea = new Rectangle((int)position.X - (int)Size.X / 2, (int)position.Y - (int)Size.Y / 2, (int)Size.X, (int)size.Y);
				collisionType = CollisionType.Circle;
			}

            buttonState = buttonState.Released;
            currentTexture = ReleasedTexture;

            Enabled = true;
			EnableTint = false;
			tintColour = Color.White;

            pressedTime = 0;
            ReleaseTime = reltime;
        }
コード例 #2
0
 void InputBuffer()
 {
     if (Input.GetButtonDown("AOE"))
     {
         inputBuffer = buttonState.AOE;
     }
     if (Input.GetButtonDown("Special"))
     {
         inputBuffer = buttonState.Special;
     }
     if (Input.GetButtonDown("MovementAction"))
     {
         inputBuffer = buttonState.MovementAction;
     }
     if (Input.GetButtonDown("Left"))
     {
         inputBuffer = buttonState.Left;
     }
     if (Input.GetAxis("Heavy") > 0.1)
     {
         inputBuffer = buttonState.LeftHeavy;
     }
     if (Input.GetButtonDown("Right"))
     {
         inputBuffer = buttonState.Right;
     }
     if (Input.GetAxis("Heavy") < -0.1)
     {
         inputBuffer = buttonState.RightHeavy;
     }
 }
コード例 #3
0
ファイル: Calibration.cs プロジェクト: dima618/JuulRecognizer
        private void mouseDown(object sender, MouseEventArgs e)
        {
            Button button1 = (Button)sender;

            if (button1.Equals(up))
            {
                button = buttonState.Up;
            }
            else if (button1.Equals(right))
            {
                button = buttonState.Right;
            }
            else if (button1.Equals(down))
            {
                button = buttonState.Down;
            }
            else if (button1.Equals(left))
            {
                button = buttonState.Left;
            }


            buttonHoldtimer.Enabled = true;
            buttonHoldtimer.Start();
        }
コード例 #4
0
 public void OnPointerUp(PointerEventData eventData)
 {
     if (state == buttonState.BEINGPRESSED)
     {
         state = buttonState.ACTIVATED;
     }
 }
コード例 #5
0
	// Update is called once per frame
	void Update () {

        buttonPos = transform.position.z;

        if ( buttonPos <= -0.09 )
        {
            state = buttonState.ON;
        } 
        else
        {
            state = buttonState.OFF;
        }
	}
コード例 #6
0
    // Update is called once per frame
    void Update()
    {
        switch (state)
        {
        case buttonState.DEACTIVATED:
            pressTime = 0.0f;
            break;

        //If a plan was loaded, we activate the button
        case buttonState.ACTIVATED:
            if (launchButtonGO.GetComponent <Image>().color.a < 0.5f)
            {
                launchButtonGO.GetComponent <Image>().color = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
                launchButtonGO.transform.GetChild(0).GetComponent <Text>().color = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
                //UnityEngine.Debug.Log("Activated");
            }
            fillButton.sizeDelta = new Vector2(0.0f, 0.0f);
            pressTime            = 0.0f;
            break;

        //If the button is being pressed, it has to wait for 5 seconds for security reasons, and then we send a takeoff
        case buttonState.BEINGPRESSED:
            pressTime           += Time.deltaTime;
            fillButton.sizeDelta = new Vector2((pressTime * buttonWidth) / 5.0f, 0.0f);
            if (pressTime >= 5.0f)
            {
                clientUnity.client.SendCommand((byte)Modules.PLAN_EXECUTOR_MODULE, (byte)PlanExecutorCommandType.PLAN_EXEC_START);

                state = buttonState.FIVE_SEC_PRESSED;
            }
            break;

        case buttonState.FIVE_SEC_PRESSED:
            //UnityEngine.Debug.Log("5 sec pressed");
            // A take off here will be necessary. The fc didn't work so we can't do it right now
            recordingPanel.SetActive(true);
            topCam.gameObject.GetComponent <PostRenderFront>().enabled = true;
            warningRecStart.SetActive(false);
            break;

        default:
            break;
        }
    }
コード例 #7
0
        //update
        public void update(GameTime gametime)
        {
            if (Input.EdgeDetectKeyDown(Keys.Right))
            {
               this.buttonstate ++;
            }
            if (Input.EdgeDetectKeyDown(Keys.Left))
            {
                this.buttonstate--;
            }

            if (this.buttonstate > buttonState.Quit)
            {
                buttonstate = buttonState.Start;
            }
            if (this.buttonstate < buttonState.Start)
            {
                buttonstate = buttonState.Quit;
            }
            if (Input.EdgeDetectKeyDown(Keys.Enter) && this.buttonstate == buttonState.Start )
            {
                this.game.GameState = new PlayScene(game);
            }
            if (Input.EdgeDetectKeyDown(Keys.Enter) && this.buttonstate == buttonState.Load )
            {
                this.game.GameState = new LoadScene(game);
            }
            if (Input.EdgeDetectKeyDown(Keys.Enter) && this.buttonstate == buttonState.Scores )
            {
                this.game.GameState = new ScoreScene(game);
            }
            if (Input.EdgeDetectKeyDown(Keys.Enter) && this.buttonstate == buttonState.Help)
            {
                this.game.GameState = new HelpScene(game);
            }
            if (Input.EdgeDetectKeyDown(Keys.Enter) && this.buttonstate == buttonState.Editor)
            {
                this.game.GameState = new LevelEditorScene(game);
            }
            if (Input.EdgeDetectKeyDown(Keys.Enter) && this.buttonstate == buttonState.Quit)
            {
                this.game.GameState = new QuitScene(game);
            }

             if (Input.MouseRectangle().Intersects(this.start.Rectangle))
             {
                 this.buttonstate = buttonState.Start;
                 if (Input.MouseEdgeDetectPressLeft() && this.buttonstate == buttonState.Start)
                 {
                     this.game.GameState = new PlayScene(this.game);
                 }

             }
             else
             if (Input.MouseRectangle().Intersects(this.load.Rectangle))
             {
                 this.buttonstate = buttonState.Load;
                 if (Input.MouseEdgeDetectPressLeft() && this.buttonstate == buttonState.Load)
                 {
                     this.game.GameState = new LoadScene(this.game);
                 }
             }
             else
                 if (Input.MouseRectangle().Intersects(this.help.Rectangle))
             {
                 this.buttonstate = buttonState.Help;
                 if (Input.MouseEdgeDetectPressLeft() && this.buttonstate == buttonState.Help)
                 {
                     this.game.GameState = new HelpScene(this.game);
                 }
             }
             else
             if (Input.MouseRectangle().Intersects(this.scores.Rectangle))
             {
                 this.buttonstate = buttonState.Scores;
                 if (Input.MouseEdgeDetectPressLeft() && this.buttonstate == buttonState.Scores)
                 {
                     this.game.GameState = new ScoreScene(this.game);
                 }
             }
             else
             if (Input.MouseRectangle().Intersects(this.editor.Rectangle))
             {
                 this.buttonstate = buttonState.Editor;
                 if (Input.MouseEdgeDetectPressLeft() && this.buttonstate == buttonState.Editor)
                 {
                     this.game.GameState = new LevelEditorScene(this.game);
                 }
             }
             else
                 if (Input.MouseRectangle().Intersects(this.quit.Rectangle))
                 {
                     this.buttonstate = buttonState.Quit;
                     if (Input.MouseEdgeDetectPressLeft() && this.buttonstate == buttonState.Quit)
                     {
                         this.game.GameState = new QuitScene(this.game);
                     }
                 }
        }
コード例 #8
0
    // Update is called once per frame
    void Update()
    {
        moveDir = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        moveDir = transform.TransformDirection(moveDir);
        moveDir = Vector3.ClampMagnitude(moveDir, 1);

        playerVelocity.y = 0f;

        if (currentState == playerState.idle | currentState == playerState.walking)
        {
            inputBuffer = buttonState.none;
        }
        else
        {
            InputBuffer();
        }

        if (currentState == playerState.shielding)
        {
            stamina.UseStamina(10 * Time.deltaTime, 120);
            if (stamina.GetStamina() == 0)
            {
                currentState = playerState.idle;
            }
        }

        if (delayMovement < 1 && (currentState != playerState.shielding | Input.GetButtonUp("Left")))
        {
            if (moveDir.magnitude > 0.05f && IsGrounded())
            {
                currentState = playerState.walking;
                anim.SetBool("Moving", true);
            }
            else
            {
                currentState = playerState.idle;
                anim.SetBool("Moving", false);
            }
            anim.SetBool("Action", false);
        }
        else if (delayDM > 0)
        {
            delayDM -= 60 * Time.deltaTime;
            delayDM  = Mathf.Max(delayDM, 0);
        }
        else
        {
            delayMovement -= 60 * Time.deltaTime;
        }

        if (IsGrounded())
        {
            playerVelocity -= Vector3.ClampMagnitude(playerVelocity, playerAccel * 0.75f);

            if ((currentState == playerState.firstAtk) && (inputBuffer == buttonState.Right) && delayMovement > 0)
            {
                if (delayMovement < 90 && stamina.GetStamina() >= 20)
                {
                    anim.SetBool("Moving", false);
                    anim.SetBool("Action", true);
                    anim.SetInteger("ActionIndex", 10);
                    currentState   = playerState.secondAtk;
                    delayMovement += 70;
                    delayLook     += 68;
                    stamina.UseStamina(20, 120);
                }
                else
                {
                    inputBuffer = buttonState.none;
                }
            }

            if (currentState == playerState.idle | currentState == playerState.walking | currentState == playerState.running | delayDM > 0)
            {
                if (currentState == playerState.walking | currentState == playerState.running | delayDM > 0)
                {
                    playerVelocity += (playerAccel * moveDir);
                    if (currentState != playerState.running)
                    {
                        playerVelocity = Vector3.ClampMagnitude(playerVelocity, playerMaxSpeed);
                    }
                    else
                    {
                        playerVelocity = playerVelocity + (transform.forward * 0.6f);
                        playerVelocity = Vector3.ClampMagnitude(playerVelocity, playerMaxSpeed * 1.5f);
                    }
                }

                if (Input.GetAxis("Heavy") > 0.1 && stamina.GetStamina() >= 30)
                {
                    anim.SetBool("Moving", false);
                    anim.SetBool("Action", true);
                    anim.SetInteger("ActionIndex", 2);
                    currentState  = playerState.maxAtk;
                    delayMovement = 80;
                    delayLook     = 70;
                    delayDM       = 30;
                    delayDL       = 60;
                    stamina.UseStamina(30, 120);
                }

                if (Input.GetAxis("Heavy") < -0.1 && stamina.GetStamina() >= 15)
                {
                    anim.SetBool("Moving", false);
                    anim.SetBool("Action", true);
                    anim.SetInteger("ActionIndex", 4);
                    currentState  = playerState.maxAtk;
                    delayMovement = 80;
                    delayLook     = 70;
                    delayDM       = 30;
                    delayDL       = 60;
                    stamina.UseStamina(15, 120);
                }

                if (Input.GetButtonDown("MovementAction") && stamina.GetStamina() >= 15)
                {
                    anim.SetBool("Moving", false);
                    anim.SetBool("Action", true);
                    anim.SetInteger("ActionIndex", 5);
                    currentState  = playerState.running;
                    delayMovement = 55;
                    delayDM       = 5;
                    stamina.UseStamina(15, 120);
                }

                if (Input.GetButtonDown("Right") && stamina.GetStamina() >= 25)
                {
                    if (currentState != playerState.firstAtk)
                    {
                        anim.SetBool("Moving", false);
                        anim.SetBool("Action", true);
                        anim.SetInteger("ActionIndex", 3);
                        currentState  = playerState.firstAtk;
                        delayMovement = 144;
                        delayLook     = 75;
                        delayDM       = 5;
                        delayDL       = 75;
                        stamina.UseStamina(25, 120);
                    }
                }

                if (Input.GetButtonDown("AOE") && stamina.GetStamina() >= 35)
                {
                    anim.SetBool("Moving", false);
                    anim.SetBool("Action", true);
                    anim.SetInteger("ActionIndex", 7);
                    currentState  = playerState.spin;
                    spinTime      = 420;
                    delayMovement = 165;
                    delayLook     = 240;
                    delayDM       = 15;
                    delayDL       = 180;
                    stamina.UseStamina(35, 120);
                }

                if (Input.GetButtonDown("Special") && stamina.GetStamina() >= 20)
                {
                    anim.SetBool("Moving", false);
                    anim.SetBool("Action", true);
                    anim.SetInteger("ActionIndex", 6);
                    currentState  = playerState.maxAtk;
                    delayMovement = 80;
                    delayLook     = 70;
                    delayDM       = 30;
                    delayDL       = 60;
                    stamina.UseStamina(20, 120);
                }

                if (Input.GetButtonDown("Left") && stamina.GetStamina() >= 10)
                {
                    anim.SetBool("Moving", false);
                    anim.SetBool("Action", true);
                    anim.SetInteger("ActionIndex", 1);
                    currentState = playerState.shielding;
                    stamina.UseStamina(10, 120);
                }
            }
        }

        if (spinTime > 0)
        {
            spinTime      -= 60 * Time.deltaTime;
            playerVelocity = playerVelocity * 0.95f;
        }
        playerVelocity.y = rb.velocity.y;
        rb.velocity      = (playerVelocity);
        gravity.y        = gravityStrength;
        rb.AddForce(gravity);

        var cy = Input.GetAxis("CamHorizontal") * Time.deltaTime * cameraSpeed;

        if (delayLook < 1 | delayDL > 0)
        {
            delayDL    -= 60 * Time.deltaTime;
            delayDL     = Mathf.Max(delayDL, 0);
            v3Rotate.y += cy;
        }
        else
        {
            delayLook -= 60 * Time.deltaTime;
        }

        transform.localEulerAngles = v3Rotate;
    }
コード例 #9
0
        public virtual void Update(GameTime gameTime, bool click)
        {
			// NEED TO BE dupe inside update code of the child class to work (method is overriden !!)
			if (Enabled == false)
				return;

			// tint on hovering:
			// if mouse coord inside control area => change tint

			if (click == true)
            {
				if (collisionType == CollisionType.Rectangle)
				{
					Rectangle mouseclick = new Rectangle(Mouse.GetState().X - 2, Mouse.GetState().Y - 2, 4, 4);

					System.Diagnostics.Debug.Print(string.Format("SB upd mc={0}", mouseclick));

					if (mouseclick.Intersects(ButtonArea))
					{
						buttonState = buttonState.Pressed;
						pressedTime += (float)gameTime.ElapsedGameTime.TotalSeconds;

						System.Diagnostics.Debug.Print(string.Format("SB upd click pt={0}", pressedTime));
					}
				}
				else
				{
					Circle mouseclick = new Circle(2.5f, new Vector2(Mouse.GetState().X, Mouse.GetState().Y));

					System.Diagnostics.Debug.Print(string.Format("SBcc upd mc={0}", mouseclick));

					//if (mouseclick.Intersects(ButtonAreaCircle))
					if (ButtonAreaCircle.Intersects(mouseclick))
					{
						buttonState = buttonState.Pressed;
						pressedTime += (float)gameTime.ElapsedGameTime.TotalSeconds;

						System.Diagnostics.Debug.Print(string.Format("SBcc upd click pt={0}", pressedTime));
					}
				}
            }

            if (pressedTime >= ReleaseTime)
            {
                buttonState = buttonState.Released;
                pressedTime = 0;

                System.Diagnostics.Debug.Print(string.Format("SB upd rel pt={0}", pressedTime));
            }

            if (buttonState == buttonState.Released)
            {
                currentTexture = ReleasedTexture;
            }
            else
            {
                currentTexture = PressedTexture;
                pressedTime += (float)gameTime.ElapsedGameTime.TotalSeconds;

                System.Diagnostics.Debug.Print(string.Format("SB upd click pressed={0}", pressedTime));
            }
        }
コード例 #10
0
ファイル: ButtonGetter.cs プロジェクト: BunnyH0/Doppelganger
 public void addButton(string button, buttonState state)
 {
     buttons.Add(button);
     states.Add(state);
 }