public SoakData() { SoakState state = SoakState.SSnotconnected; // # of cycles to soak for nSoakCycles = 0; // current soak cycle cycle = 0; position = 0; controllerType controller = controllerType.None; // stage specific data xtravel = 0; ytravel = 0; XtravelSpec = 0; YtravelSpec = 0; centreX = 0; centreY = 0; resetController = false; dataBaseRead = true; // arraylist of stageEntries = new List <string>(); stageXTravel = new List <string>(); stageYTravel = new List <string>(); stageSAC = new List <string>(); stageCurrents = new List <string>(); flasher = false; }
///<summary> ///Used to set the controller layout show to the user. This will also change "GetKeyName" to show the layout chosen from a controller. ///</summary> public static void SetControllerType(controllerType type) { hardManager.singleton.setControllerType(type); }
public void open(string path, string className) { Uri uriResult; bool result = Uri.TryCreate(path, UriKind.Absolute, out uriResult) && (uriResult.Scheme == Uri.UriSchemeHttp || uriResult.Scheme == Uri.UriSchemeHttps); if (result) { Controller = controllerType.SELENIUM; if (sc == null) { sc = new SeleniumController(); } sc.open(path); } else { Controller = controllerType.AUTOIT; aic = new AutoItController(); aic.open(path, className); } }
//---------------------------- Unity Standard Fucntions void Start() { CharController = GameObject.FindGameObjectWithTag("Player").GetComponent<CharacterController>(); Buttons.Enable(false); Tatical_Buttons.Enable(false); Inversed_Tatical_Buttons.Enable(false); switch (PlayerPrefs.GetInt("Controller_Type")) { case 0: controll_Type = controllerType.Touch; break; case 1: Buttons.Enable(true); controll_Type = controllerType.Buttons; break; case 2: Tatical_Buttons.Enable(true); controll_Type = controllerType.TactButton; break; case 3: Inversed_Tatical_Buttons.Enable(true); controll_Type = controllerType.InverTactButton; break; } SetButtonPosition(); }