// Update is called once per frame void Update() { FalconUnity.getFalconButtonStates(0, out botones); if (botones[1] == true) { contador.b_instanciar = 0; contador.bodynum = 1; } }
private void Update() { if (!this.falcon) { return; } this.falconPos = this.falcon.transform.localPosition; FalconUnity.getFalconButtonStates(0, out this.buttons); this.cursor.transform.localPosition = new Vector3(this.falconPos.x * 0.21333f * this.sensitivity, this.falconPos.y * 0.12f * this.sensitivity, 0.418f); }
public void Update() { if (falcon) { FalconUnity.getFalconButtonStates(0, out this.buttons); // Which buttons are currently pressed? if (!prevClick && (this.buttons[3] || buttons[1])) { Process(); eventListener.OnPointerClick(GetFalconEventData()); } prevClick = (this.buttons[3] || buttons[1]); } }
private void Update() { if (!this.falcon) // Not using the contoller, so mouse is fine { if (Input.mouseScrollDelta.y != 0f) { this.zoom += Mathf.Sign(Input.mouseScrollDelta.y) * 0.1f; } // Enforce a boundary on the zoom this.zoom = Mathf.Max(Mathf.Min(0.8f, this.zoom), 0f); // The new camera rotation will depend on the movement of the mouse this.nextpos = new Vector3(base.transform.localEulerAngles.x - Input.mousePosition.y + this.mousepos.y, base.transform.localEulerAngles.y + Input.mousePosition.x - this.mousepos.x, 0f); this.mousepos = Input.mousePosition; } else // Using the controller { FalconUnity.getFalconButtonStates(0, out this.buttons); // Which buttons are currently pressed? //Set the new position based on the movement of the controller Vector3 cursorPosition = state.getCursorPosition(); float newX = transform.localEulerAngles.x - (cursorPosition.y - cameraBounds.center.y) / 1000 * this.sensitivity; float newY = transform.localEulerAngles.y + (cursorPosition.x - cameraBounds.center.x) / 1000 * this.sensitivity; this.nextpos = new Vector3(newX, newY, 0f); } // Update the zoom this.cam.transform.localPosition = new Vector3(this.cam.transform.localPosition.x, this.cam.transform.localPosition.y, this.zoom); // Enforce a boundary on rotating up/down if (this.nextpos.x > 270f && this.nextpos.x < 280f) { this.nextpos.x = 280f; } else if (this.nextpos.x > 35f && this.nextpos.x < 90f) { this.nextpos.x = 35f; } // If the pan button is pressed (right click on mouse, or left button on controller), update the camera rotations if ((this.falcon && this.buttons[0]) || Input.GetMouseButton(1)) { base.transform.localEulerAngles = this.nextpos; this.panning = true; } else { this.panning = false; } }
private void Update() { buttons = 0; if (this.falcon) // Update the cursor position every frame { this.cursorPosition = falconCamera.WorldToScreenPoint(this.falconCursor.transform.position); FalconUnity.getFalconButtonStates(0, out falconButtons); buttons |= falconButtons[0] ? 1 : 0; // middle button buttons |= falconButtons[1] ? 2 : 0; // left button buttons |= falconButtons[2] ? 4 : 0; // top button buttons |= falconButtons[3] ? 2 : 0; // right button } else { this.cursorPosition = Input.mousePosition; buttons |= Input.GetMouseButton(1) ? 1 : 0; // right mouse button buttons |= Input.GetMouseButton(0) ? 2 : 0; // left mouse button } }
void LateUpdate() { bool res = FalconUnity.getFalconButtonStates(falcon_num, out curr_buttons); if (!res) { // Debug.Log("Error getting button states"); return; } //go through the buttons, seeing which are pressed for (int i = 0; i < 4; i++) { if (button_states[i] && button_states[i] != curr_buttons[i]) { buttonPressed(i); } button_states[i] = curr_buttons[i]; } }
public void Update() { bool res1 = FalconUnity.getFalconButtonStates(0, out botones); Vector3 pos; Quaternion orient; if (contador.bodynum == 0) { if (gameObject.tag == "cubo_peque" || gameObject.tag == "cilindro_peque" || gameObject.tag == "octa_peque") { bool res = FalconUnity.getDynamicShapePose(bodyId, out pos, out orient); if (!res) { // Debug.Log("Error getting object pose"); return; } transform.localPosition = pos; transform.localRotation = orient; FalconUnity.updateDynamicShape(bodyId, mass, k, linearFactors, angularFactors, friction); } } if (gameObject.tag == "cubo_peque" || gameObject.tag == "cilindro_peque" || gameObject.tag == "octa_peque") { if (botones[1] == true) { if (contador.saber == 1 && contador.mensaje == 0) { Debug.Log("como lo hace"); //FalconUnity.removeDynamicShape(bodyId); bool res4 = FalconUnity.getDynamicShapePose(bodyId, out pos, out orient); transform.localPosition = pos; transform.localRotation = orient; GameObject nuevo = Instantiate(cubo, new Vector3(pos.x, pos.y - 1.5f, pos.z), cubo.transform.rotation); nuevo.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f); // FalconUnity.setDynamicShapePose(bodyId, new Vector3(pos.x, pos.y - 1f, pos.z), orient); // FalconUnity.applyForceToShape(bodyId, new Vector3(0, -23, 0), new Vector3(0, 0, 0)); // GetComponent<Rigidbody>().useGravity = true; //Destroy(gameObject); // Destroy(gameObject); // Instantiate(donita1, new Vector3(pos.x, pos.y - 0.8f, pos.z), orient); // gameObject.AddComponent<Rigidbody>(); // Add the rigidbody. contador.saber = 0; FalconUnity.removeDynamicShape(bodyId); Destroy(gameObject); } } // contador.bodynum = 0; if (contador.saber == 0) { FalconUnity.applyForceToShape(bodyId, new Vector3(0, -1.5f, 0), new Vector3(0, 0, 0)); } if (contador.borrar == 1 || contador.ganador_consultorio == 1) { FalconUnity.removeDynamicShape(bodyId); contador.borrar = 0; Destroy(gameObject); } } else { bool res = FalconUnity.getDynamicShapePose(bodyId, out pos, out orient); if (!res) { // Debug.Log("Error getting object pose"); return; } transform.localPosition = pos; transform.localRotation = orient; FalconUnity.updateDynamicShape(bodyId, mass, k, linearFactors, angularFactors, friction); } }