public IEnumerator CallMinigame() { yield return(new WaitForSeconds(1)); medleyController.EnableOverlay("tutorial"); minigameIcon.tutorialInfo = currentMinigame; minigameIcon.Press(); }
void Update() { if (controller == null) { Debug.Log("Controller not initialized"); return; } if (!onInstr) { if (controller.GetPressDown(touchPad)) { Vector2 press = controller.GetAxis(); if (press.y >= 0) { source.PlayOneShot(select); buttons[i].GetComponent <Image>().sprite = sprites[i]; i--; if (i == -1) { i = 3; } buttons[i].GetComponent <Image>().sprite = spritesHighlighted[i]; } else { source.PlayOneShot(select); buttons[i].GetComponent <Image>().sprite = sprites[i]; i = (i + 1) % 4; buttons[i].GetComponent <Image>().sprite = spritesHighlighted[i]; } } } if (controller.GetPressDown(triggerButton)) { if (!onInstr) { buttons[i].Press(); if (i == 3) { onInstr = true; } } else { done.Press(); onInstr = false; } } }
void Update() { if (controller == null) // Debug message for if controller doesn't exist { Debug.Log("Controller not initialized"); return; } if (!onInstr) // Ignore button inputs when on instructions screen { if (controller.GetPressDown(touchPad)) { Vector2 press = controller.GetAxis(); // If player presses up on controller, play sound effect and move selection up if (press.y >= 0) { source.PlayOneShot(select); buttons[i].GetComponent <Image>().sprite = sprites[i]; // De-highlight current button i--; // Decrement button index if (i == -1) // If button index goes below zero, wrap-around to button 3 { i = 3; } buttons[i].GetComponent <Image>().sprite = spritesHighlighted[i]; // Highlight new button } else // If player presses down on controller, play sound effect and move selection down { source.PlayOneShot(select); buttons[i].GetComponent <Image>().sprite = sprites[i]; // De-highlight current button i = (i + 1) % 4; // Increment button index; if button index goes above 3, wrap-around to button 0 buttons[i].GetComponent <Image>().sprite = spritesHighlighted[i]; // Highlight current button } } } if (controller.GetPressDown(triggerButton)) { if (!onInstr) // If player presses trigger when not on instructions screen, press highlighted button { buttons[i].Press(); if (i == 3) // If highlighted button is instructions button, indicate player is on instructions screen { onInstr = true; } } else // If player presses trigger when on instructions screen, press "Done" button { done.Press(); onInstr = false; // Indicate player is no longer on instructions screen } } }
void Update() { if (controller == null) // Debug message for if controller doesn't exist { Debug.Log("Controller not initialized"); return; } // If touch pad is touched, move player in appropriate direction if (controller.GetTouch(touchPad)) { Vector2 dir = controller.GetAxis(); // Get touch coordinates float rotation = -head.GetComponent <Transform> ().rotation.eulerAngles.y; // Rotate touch coordinates by player's y-axis rotation to ensure movement is relative to this rotation float sin = Mathf.Sin(rotation * Mathf.Deg2Rad); float cos = Mathf.Cos(rotation * Mathf.Deg2Rad); float tx = dir.x; float ty = dir.y; dir.x = (cos * tx) - (sin * ty); dir.y = (sin * tx) + (cos * ty); if (dir.x < -0.2) { if (dir.y < -0.2) { cam.Move("Backward and Left"); } else if (dir.y > 0.2) { cam.Move("Forward and Left"); } else { cam.Move("Left"); } } else if (dir.x > 0.2) { if (dir.y < -0.2) { cam.Move("Backward and Right"); } else if (dir.y > 0.2) { cam.Move("Forward and Right"); } else { cam.Move("Right"); } } else { if (dir.y < -0.2) { cam.Move("Backward"); } else if (dir.y > 0.2) { cam.Move("Forward"); } } } // If trigger button is pressed, pick up object if (controller.GetPressDown(triggerButton)) { float minDistance = float.MaxValue; float distance; // Find the nearest object the hands are currently overlapping foreach (InteractableObject item in objectsHoveringOver) { distance = (item.transform.position - transform.position).sqrMagnitude; if (distance < minDistance) { minDistance = distance; closestObject = item; } } interactingObject = closestObject; // Set this nearest object as the one being picked up by the hands closestObject = null; // Null out reference to closest object if (interactingObject) { // If nearest object is already held by opposite hand when trigger button is pressed, drop it from that hand before attaching it to this hand if (interactingObject.IsInteracting()) { interactingObject.EndInteraction(this); } interactingObject.BeginInteraction(this); } // If the trigger button is pressed while the Restart button is enabled, reset the scene if (restart.enabled == true) { restart.Press(); } } // If trigger button is unpressed while hand is holding an object, drop object if (controller.GetPressUp(triggerButton) && interactingObject != null) { interactingObject.EndInteraction(this); } // If grip button is pressed while player is not crouched, move player to crouching position if (controller.GetPressDown(gripButton) && (Data.crouched == Data.UNCROUCHED)) { Vector3 temp = player.GetComponent <Transform>().position; temp.y = (temp.y - 50) * Time.deltaTime; player.GetComponent <Transform>().position = temp; Data.crouched = Data.CROUCHED; } // If grip button is released while player is crouched, move player out of crouching position if (controller.GetPressUp(gripButton) && (Data.crouched == Data.CROUCHED)) { Vector3 temp = player.GetComponent <Transform>().position; temp.y = (temp.y + 50) * Time.deltaTime; player.GetComponent <Transform>().position = temp; Data.crouched = Data.UNCROUCHED; } }