void OnGUI() { GUILayout.BeginArea(new Rect(Screen.width / 6, 0, Screen.width * 2 / 3, Screen.height * 0.3f), style); GUILayout.BeginHorizontal(); if (GUILayout.Button("Pause", GUILayout.Height(Screen.height * 0.1f))) { GamePhase = GamePhase == GamePhases.MainMenu ? GamePhases.Game : GamePhases.MainMenu; print("hubahuba"); } if (GUILayout.Button("move: " + controlMode.ToString(), GUILayout.Height(Screen.height * 0.1f))) { int cm = (int)controlMode + 1; if (cm >= ControlModesLength) { cm = 0; } controlMode = (ControlModes)cm; } GUILayout.Label("ACC: " + Input.acceleration.ToString(), GUILayout.Height(Screen.height * 0.1f)); GUILayout.EndHorizontal(); GUILayout.EndArea(); if (_gamePhase == GamePhases.MainMenu) { } }
public override void LoadContent() { base.LoadContent(); dimension = this; state = STATE_BIRTH; Lights = new BlindList3D(); Lights.LoadContent(); ambientLight = new AmbientLight(); ambientLight.LoadContent(); AddLight(ambientLight); FinalImage = new RenderTarget2D(Global.device, Global.windowWidth, Global.windowHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); OverlayImage = new RenderTarget2D(Global.device, Global.windowWidth, Global.windowHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); TransImage = new RenderTarget2D(Global.device, Global.windowWidth, Global.windowHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); Overlays = new BlindList3D(); Overlays.LoadContent(); Transparencies = new BlindList3D(); Transparencies.LoadContent(); skybox = new SkyBox(); skybox.LoadContent(); skybox.dimension = this; //OPTIONS wireFrame = false; mouseSensitivity = 0.001f; keySensitivity = 1f; gravity = -0.4f; _DebugMode = DebugModes.None; _ControlMode = ControlModes.None; _UpdateMode = UpdateModes.Normal; timeDilation = 1f; }
public static ControlDirection GetDirection(this ControlModes controlMode) { switch (controlMode) { case ControlModes.BreathIntensity: return(ControlDirection.X); case ControlModes.GazePointXRaw: return(ControlDirection.X); case ControlModes.GazePointXSmooth: return(ControlDirection.X); case ControlModes.GazePointY: return(ControlDirection.Y); case ControlModes.HeadPitch: return(ControlDirection.X); case ControlModes.HeadYaw: return(ControlDirection.X); case ControlModes.HeadRoll: return(ControlDirection.X); case ControlModes.HeadVelocity: return(ControlDirection.X); default: return(ControlDirection.X); } }
void Start() { // Get the mode pref string mode = PlayerPrefs.GetString("Mode", "KNM"); // Use it to set the mode of play switch (mode) { case "PNC": ControlMode = ControlModes.PointAndClick; break; case "KNM": ControlMode = ControlModes.Keyboard; break; } // Create a ref to the player objects character controller characterController = GetComponent <CharacterController>(); // Get the navmesh agent for Point and Click characterAgent = GetComponent <NavMeshAgent>(); // Create a ref to the main camera viewCamera = Camera.main; }
void Start() { // Get the mode pref string mode = PlayerPrefs.GetString("Mode", "KNM"); // Use it to set the mode of play switch(mode) { case "PNC": ControlMode = ControlModes.PointAndClick; break; case "KNM": ControlMode = ControlModes.Keyboard; break; } // Create a ref to the player objects character controller characterController = GetComponent<CharacterController>(); // Get the navmesh agent for Point and Click characterAgent = GetComponent<NavMeshAgent>(); // Create a ref to the main camera viewCamera = Camera.main; }
/// <summary> /// Load the player /// </summary> public override void Load() { Scale = 0.2f; if (Team == "blue") { SpriteColor = new Color(0.5f, 0.5f, 1.0f, 1f); } ControlMode = ControlModes.AI; }
public void AutoTarget(Card card, ControlModes mode) { var target = card.GetAspect <Target> (); if (target == null) { return; } var mark = mode == ControlModes.Computer ? target.preferred : target.allowed; var candidates = GetMarks(card, mark); target.selected = candidates.Count > 0 ? candidates.Random() : null; }
/// <summary> /// Triggers a one time shake of the controller to a specified destination value /// </summary> public virtual void ToDestination() { if ((TargetObject == null) || (TargetAttribute == null)) { return; } else { this.enabled = true; ControlMode = ControlModes.ToDestination; _shakeStartTimestamp = Time.time; _shaking = true; _initialValue = GetInitialValue(); } }
//Selecciona los posibles objetivos public void AutoTarget(Card card, ControlModes mode) { var target = card.GetAspect <Target> (); if (target == null) { return; } //En el modo IA marca los objetivos preferidos y en otro modo los permitidos var mark = mode == ControlModes.Computer ? target.preferred : target.allowed; var candidates = GetMarks(card, mark); //Si la lista de candidatos tiene más de 0 lo escoge al azar target.selected = candidates.Count > 0 ? candidates.Random() : null; }
public void Sync(GroupOverrides syncFrom) { MoveMode = syncFrom.MoveMode; MaxSize = syncFrom.MaxSize; MinSize = syncFrom.MinSize; Neutrals = syncFrom.Neutrals; Unowned = syncFrom.Unowned; Friendly = syncFrom.Friendly; Control = syncFrom.Control; FocusTargets = syncFrom.FocusTargets; FocusSubSystem = syncFrom.FocusSubSystem; SubSystem = syncFrom.SubSystem; Meteors = syncFrom.Meteors; Biologicals = syncFrom.Biologicals; Projectiles = syncFrom.Projectiles; }
//Permite saber qué cartas se pueden jugar desde la mano public void Refresh(ControlModes mode) { var match = container.GetMatch(); var targetSystem = container.GetAspect <TargetSystem> (); playable.Clear(); foreach (Card card in match.CurrentPlayer[Zones.Hand]) { targetSystem.AutoTarget(card, mode); var playAction = new PlayCardAction(card); if (playAction.Validate()) { playable.Add(card); } } }
/// <summary> /// Triggers a one time shake of the shader controller /// </summary> public virtual void OneTime() { if (!CacheMaterial) { Initialization(); } if (RendererIsNull() || (!PropertyFound)) { return; } else { this.enabled = true; ControlMode = ControlModes.OneTime; _startedTimestamp = Time.time; _shaking = true; } }
public void Sync(GroupOverrides syncFrom) { MoveMode = syncFrom.MoveMode; MaxSize = syncFrom.MaxSize; MinSize = syncFrom.MinSize; Neutrals = syncFrom.Neutrals; Unowned = syncFrom.Unowned; Friendly = syncFrom.Friendly; Control = syncFrom.Control; FocusTargets = syncFrom.FocusTargets; FocusSubSystem = syncFrom.FocusSubSystem; SubSystem = syncFrom.SubSystem; Meteors = syncFrom.Meteors; Grids = syncFrom.Grids; Biologicals = syncFrom.Biologicals; Projectiles = syncFrom.Projectiles; Repel = syncFrom.Repel; CameraChannel = syncFrom.CameraChannel; Debug = syncFrom.Debug; LeadGroup = syncFrom.LeadGroup; }
void Start() { // Create a ref to the player objects character controller characterController = GetComponent<CharacterController>(); // Get the navmesh agent for Point and Click characterAgent = GetComponent<NavMeshAgent>(); // Create a ref to the main camera viewCamera = Camera.main; // Set the default control mode ControlMode = ControlModes.PointAndClick; }
void Start() { // Create a ref to the player objects character controller characterController = GetComponent <CharacterController>(); // Get the navmesh agent for Point and Click characterAgent = GetComponent <NavMeshAgent>(); // Create a ref to the main camera viewCamera = Camera.main; // Set the default control mode ControlMode = ControlModes.PointAndClick; }
void Update() { //Prevent updates if game is paused if (GlobalGame.Paused) { return; } switch (controlMode) { case ControlModes.BaseBuilding: BaseBuildingMovement(); return; } //When control mode is player, init to reset values back to normal. if (initSwitchMode) { cameraMovement.XZMovementEnabled = false; cameraMovement.ZoomEnabled = true; cameraAttachment.enabled = true; cameraMovement.ZoomUpdate(); initSwitchMode = false; return; } //Switch to basebuilding when pressed if (Input.GetKeyDown(SwitchMode)) { print("Switching to BaseBuilding"); controlMode = ControlModes.BaseBuilding; GlobalGame.ControlMode = ControlModes.BaseBuilding; initSwitchMode = true; } }
void BaseBuildingMovement() { //Initiates base building camera settings and movement if (initSwitchMode) { cameraMovement.ZoomEnabled = false; cam.transform.localPosition = new Vector3(0, 25, -4.408f); cam.transform.localRotation = Quaternion.Euler(80, 0, 0); cameraMovement.XZMovementEnabled = true; cameraAttachment.enabled = false; initSwitchMode = false; } //Switch to playermode when pressed if (Input.GetKeyDown(SwitchMode)) { print("Switching to Player"); controlMode = ControlModes.Player; GlobalGame.ControlMode = ControlModes.Player; initSwitchMode = true; } }
/// <summary> /// Triggers a one time shake of the controller to a specified destination value /// </summary> public virtual void ToDestination() { if (!CacheMaterial) { Initialization(); } if (RendererIsNull() || (!PropertyFound)) { return; } else { this.enabled = true; if (PropertyType == PropertyTypes.Color) { _fromColorStorage = FromColor; FromColor = TargetMaterial.GetColor(PropertyID); } ControlMode = ControlModes.ToDestination; _startedTimestamp = Time.time; _shaking = true; _initialValue = GetInitialValue(); } }
/// <summary> /// This change the UI to the corresponding control mode. /// If edit = enable editting the page. /// View = disable editting and show only the data in view mode. /// Delete = Allow deleting the items from the page. /// </summary> /// <param name="ControlMode">control mode to set the page</param> public abstract void UpdateUI(ControlModes ControlMode);
/// <summary> /// Invokes the <see cref="Context"/>, initializing any objects in <see cref="Context.Instances"/> with the appropriate values. /// </summary> /// <param name="mode">Controls the scope of the invocation. View <see cref="ControlModes"/> for information on what these do.</param> public static void Invoke(ControlModes mode = ControlModes.RegisteredTypesOnly) { if (Context.Invoked) { throw new InvalidOperationException("Cannot invoke multiple times."); } if (mode == ControlModes.RegisteredTypesOnly) { Context.fields = new Lazy <ArgumentDictionary>(() => Context.Iterate( Context.Instances .Select(x => x.GetType()) .Distinct())); } IEnumerable <string> alreadyUsedNames = Context.manualArguments .Where(x => fields.Value.ContainsKey(x.LongName)) .Select(x => x.LongName) .Concat( Context.manualArguments .Where(x => fields.Value.ContainsKey(x.ShortName)) .Select(x => x.ShortName)); if (alreadyUsedNames.Any()) { throw new InvalidOperationException( $"ArgumentGroup contained argument names already in use: {string.Join(", ", alreadyUsedNames)}"); } Context.SetInstanceFieldValues(Context.Fields, Context.Instances); List <IArgument> userSupplied = Context.manualArguments.Invoke(Context.ParsedArgs).ToList(); foreach (TreeNode <string> argument in Context.ParsedArgs.Root.Children.Where(x => !userSupplied.Any(y => x.Value == y.LongName || x.Value == y.ShortName))) { if (fields.Value.ContainsKey(argument.Value)) { IEnumerable <AttributeField> currentPosition = fields.Value[argument.Value]; if (currentPosition.Count() == 1 && // There is a single expected field for that attribute. currentPosition.First().Attr.Position == -1 && // The only expected field is a flag. argument.Children.Count == 0) // No value was supplied for the field. { Context.SetInstanceFieldValue( "True", currentPosition.First(), Context.Instances); userSupplied.Add(currentPosition.First().Attr); } else if (currentPosition.Count() == argument.Children.Count) { for (int counter = 0; counter < argument.Children.Count; counter++) { AttributeField currentField = currentPosition.ElementAt(counter); Context.SetInstanceFieldValue( argument.Children[counter].Value, currentField, Context.Instances); userSupplied.Add(currentField.Attr); } } else { throw new ArgumentException($"Malformed argument \"{argument.Value}\"."); } } else { throw new ArgumentException($"Unrecognized argument \"{argument.Value}\"."); } } IArgument[] remainingArguments = Context.Fields .Select(x => (IArgument)x.Attr) .Concat(Context.manualArguments) .Except(userSupplied) .ToArray(); if (remainingArguments.Any(x => x.Required)) { IEnumerable <string> missingRequiredArguments = remainingArguments .Where(x => x.Required) .Select(x => $"{x.ShortName} ({x.LongName})"); throw new ArgumentException( $"Missing required arguments: {string.Join(", ", missingRequiredArguments)}"); } Context.Invoked = true; }
public bool SetControlMode(ControlModes mode) { int modeValue = -1; bool result = false; if (ControlModes.microStepper == mode) { modeValue = 3; } else if (ControlModes.singleLoopPosition == mode) { modeValue = 5; } if (modeValue > 0) { result = true; result &= this.ExchangeCommAction(new BinaryInterpreterSet("MO", 0, 0)); result &= this.ExchangeCommAction(new BinaryInterpreterSet("UM", 0, modeValue)); result &= this.ExchangeCommAction(new BinaryInterpreterSet("MO", 0, 1)); } return (result); }