/// <summary> /// Update just state /// </summary> /// <param name="newStatus"></param> /// <returns></returns> public HandContact update(InputStatus newStatus) { newStatus = updateStatus(newStatus); cursor.Show(new System.Drawing.Point((int)position.X, (int)position.Y)); return(currentContact); }
public InputData(InputStatus status, Vector2 pressPosition, Vector2 releasePosition, float heldTime) { Status = status; PressedPosition = pressPosition; ReleasedPosition = releasePosition; HeldTime = heldTime; }
//発射 public override GameObject Fire(InputStatus input) { index++; UseMp(); StartCoroutine(FireProcess(GetTarget(input), input.GetTapEnemyTran())); return(null); }
public void addDataFromStreamCSV() { System.Random rnd = new System.Random(); string random_number = System.Convert.ToString(rnd.Next(1, 10000)); Eventbuffer eb = new Eventbuffer(); eb.name = "TestEb" + random_number; eb.timeIdentifier = "time"; eb.timeFormat = "iso_8601"; Eventbuffer eventbuffer = falkonry.createEventbuffer(eb); string folder = Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location); string path = folder + "/AddData.csv"; byte[] bytes = System.IO.File.ReadAllBytes(path); Debug.WriteLine("IF READING FROM FILE WORKS"); SortedDictionary <string, string> options = new SortedDictionary <string, string>(); options.Add("timeIdentifier", "time"); options.Add("timeFormat", "iso_8601"); InputStatus inputstatus = falkonry.addInputStream(eventbuffer.id, bytes, options); eventbuffer = falkonry.getEventBuffer(eventbuffer.id); eventbuffers.Add(eventbuffer); Debug.WriteLine(eventbuffer.schemaList.Count); falkonry.deleteEventbuffer(eventbuffer.id); }
//発射処理 protected virtual IEnumerator Firing(InputStatus input) { float preTime = 0; interval = 0; for (; ;) { for (; ;) { if (preTime >= input.pressTime) { goto FIRE; } preTime = input.pressTime; interval -= Time.deltaTime; if (interval <= 0) { break; } yield return(null); } Vector2 targetPos = Common.FUNC.GetTargetWithDeviation(myTran.position, GetTarget(input), deviation); Common.FUNC.LookAt(myTran, targetPos); foreach (Transform muzzle in muzzles) { Spawn(spawn, muzzle.position, muzzle.rotation); yield return(null); } UseMp(); interval = rapidInterval; } FIRE: fireCoroutine = null; }
/// <summary> /// Gets and validates arguments passed from command line. /// Provides user with feedback in case of wrong arguments. /// Prompt user to enter the number manually from keyboard, /// Prints result on the console upon correct arguments been submitted. /// </summary> /// <param name="args">Command line arguments. </param> public void Run(string[] args) { InputStatus status = this.ValidateUserInput(args); switch (status) { case InputStatus.NoArgs: Console.WriteLine(ResourcesEN.USER_MANUAL); Console.WriteLine("==================================================================="); Console.WriteLine("The command line argument has not been submitted"); this.RepeatEntry(); break; case InputStatus.InvalidArgs: Console.WriteLine(ResourcesEN.USER_MANUAL); Console.WriteLine("==================================================================="); Console.WriteLine("Invalid command line argument has been submitted"); this.RepeatEntry(); break; case InputStatus.ValidArgs: this._converter = this.GetConverter(); this._words = this._converter.ConvertToWords(this._number); this.PrintResult(); this.RepeatEntry(); break; default: break; } }
public void OnTick() { if (Input.GetMouseButtonDown(0) && _inputService.CheckForCharacterPresence(Input.mousePosition)) { inputStatus = InputStatus.VALID; startPosition = Input.mousePosition; endPosition = Input.mousePosition; forwardPosition = _inputService.GetPlayerForwardDirection(); InputData inputData = CreateInputData(startPosition, endPosition); _inputService.SendPlayerData(inputData, true); } if (Input.GetMouseButton(0) && inputStatus == InputStatus.VALID) { endPosition = Input.mousePosition; InputData inputData = CreateInputData(startPosition, endPosition); _inputService.SendPlayerData(inputData, true); } if (Input.GetMouseButtonUp(0) && inputStatus == InputStatus.VALID) { endPosition = Input.mousePosition; InputData inputData = CreateInputData(startPosition, endPosition); _inputService.SendPlayerData(inputData, false); inputStatus = InputStatus.INVALID; } }
public void OnRotate(Vector3 delta, InputStatus status) { if (null != OnRotateEvent) { OnRotateEvent(delta); } }
private void Update() { if (Initialized != Status.None) { inputStatus = ProcessInput(); } }
public void PushPanel(Panel p) { if (CanPanelPush(p)) { p.isPushed = true; player.PushedPanel(p); Enemy enemy = enemyManager.GetEnemy(p.type); InputStatus st = enemy.Equals(player.pushingString); switch (st) { case InputStatus.complete: SucceedInput(p.type); break; case InputStatus.incomplete: break; case InputStatus.failed: FailInput(); break; default: break; } } else { FailInput(); } }
/// <summary> /// Update the status, means contact for driver as well as the cursor /// </summary> /// <param name="newStatus"></param> /// <returns></returns> private InputStatus updateStatus(InputStatus newStatus) { //generate contact for virtual touch driver if ((currentStatus == InputStatus.UNKNOWN || currentStatus == InputStatus.CURSOR) && newStatus == InputStatus.TOUCHED) { currentContact = new HandContact(position); } else if (currentStatus == InputStatus.TOUCHED) { currentContact.Update(position, newStatus); } else { newStatus = InputStatus.CURSOR; if (currentContact != null) { currentContact.Update(position, newStatus); } } //set cursor if (currentStatus != newStatus) { currentStatus = newStatus; cursor.setBitmap(cursorImage[(int)newStatus]); } return(newStatus); }
/// <summary> /// 只有在范围内鼠标左键抬起时才 /// 调用event_OnlyInsideMouseUp()。 /// </summary> public void OnlyInsideMouseLeftUp() { if (InputStatus.GetButton(InputProperty.LeftButton) == true && Father.Contain(Gui.Position) == false) { OIMLU_IsDown = true; //说明是在外面按下的鼠标 } if (InputStatus.GetButton(InputProperty.LeftButton) == false && OIMLU_Status == true && Father.Contain(Gui.Position) && OIMLU_IsDown == true) { event_OnlyInsideMouseLeftUp(); } if (InputStatus.GetButton(InputProperty.LeftButton) == false) { OIMLU_IsDown = false; } OIMLU_Status = InputStatus.GetButton(InputProperty.LeftButton);//鼠标持续状态 }
//ターゲット取得 protected override Vector2 GetTarget(InputStatus input) { Vector2 direction = input.GetStartPoint() - input.GetEndPoint(); Vector2 target = direction + Common.FUNC.ParseVector2(myTran.position); return(target); }
private void DispStageList(InputStatus input) { GameObject stageObj = Resources.Load <GameObject>("UIs/Stage"); Sprite activeStar = Resources.Load <Sprite>("Sprites/UI_ster_on"); for (int i = 1; i <= 10; i++) { int stageNo = i; GameObject obj = Instantiate(stageObj, Vector2.zero, Quaternion.identity); Button btn = obj.GetComponent <Button>(); obj.transform.Find("No").GetComponent <Text>().text = STAGE_PREFIX + i.ToString(); obj.transform.SetParent(stageContentTran, false); if (stageNo <= 5) { obj.GetComponent <Button>().interactable = true; int temp = stageNo % 4; for (int j = 1; j <= temp; j++) { obj.transform.Find("Stars/Star" + j.ToString()).GetComponent <Image>().sprite = activeStar; } btn.onClick.AddListener(() => AppManager.Instance.StageSelect(stageNo)); } else { btn.interactable = false; } } AppManager.Instance.isOnTapToStart = true; msgTxt.gameObject.SetActive(false); stageList.SetActive(true); }
void CheckInputStatus(InputStatus _inputStatus) { if (_inputStatus.B == ButtonState.Pressed) { SceneManager.LoadScene("MainMenu"); } }
public void OnTick() { //if (gameService.GetGameState() != GameStateEnum.GAME_PLAY) //{ // return; //} if (Input.GetMouseButtonDown(0) && inputService.CheckForCharacterPresence(Input.mousePosition)) { inputStatus = InputStatus.VALID; startMousePosition = Input.mousePosition; endMousePosition = Input.mousePosition; characterID = inputService.GetSelectedCharacterID(); localPlayerID = inputService.GetLocalPlayerID(); forwardPosition = inputService.GetCharacterForwardDirection(); InputData inputData = CreateInputData(startMousePosition, endMousePosition); inputService.SendPlayerData(inputData, true); } if (Input.GetMouseButton(0) && inputStatus == InputStatus.VALID) { endMousePosition = Input.mousePosition; InputData inputData = CreateInputData(startMousePosition, endMousePosition); inputService.SendPlayerData(inputData, true); } if (Input.GetMouseButtonUp(0) && inputStatus == InputStatus.VALID) { endMousePosition = Input.mousePosition; InputData inputData = CreateInputData(startMousePosition, endMousePosition); inputService.SendPlayerDataToServer(inputData); //inputService.SendPlayerData(inputData, false); inputStatus = InputStatus.INVALID; } }
void CheckInputStatus(InputStatus _inputStatus) { if (_inputStatus.A == ButtonState.Pressed) { SceneManager.LoadScene("TestPlayerScene"); } }
public PlayerInput() { for(int i = 0; i < numberOfInputs; i++) { inputs[i] = ""; inputStatuses[i] = new InputStatus(); } }
public void InsideMouseLeftDown() { if (InputStatus.GetButton(InputProperty.LeftButton) == true && Father.Contain(Gui.Position) == true) { event_InsideMouseLeftDown(); } }
//発射 public override GameObject Fire(InputStatus input) { index++; UseMp(); Transform tran = muzzles.Count > 0 ? muzzles[0] : myTran; return(Spawn(spawn, tran.position, tran.rotation, input.GetTapEnemyTran())); }
//発射 public override GameObject Fire(InputStatus input) { index++; UseMp(); Transform tran = muzzles.Count > 0 ? muzzles[0] : myTran; return(Spawn(spawn, input.GetPoint(), Quaternion.identity, input.GetTapEnemyTran())); }
private InputStatus GetInputStatus(int joypadCode) { if (!_map.ContainsKey(joypadCode)) { _map[joypadCode] = new InputStatus(joypadCode); } return(_map[joypadCode]); }
public void BindAction(string aActionName, Keys aKey, InputStatus aKeyStatus) { if (!myMappedActions.ContainsKey(aActionName)) { myMappedActions[aActionName] = new List <IAction>(); } myMappedActions[aActionName].Add(new KeyboardAction(aKeyStatus, aKey)); }
public void BindAction(string aActionName, Buttons aButton, InputStatus aButtonTriggerStatus, int aControllerIndex) { if (!myMappedActions.ContainsKey(aActionName)) { myMappedActions[aActionName] = new List <IAction>(); } myMappedActions[aActionName].Add(new GamePadAction(aButtonTriggerStatus, aButton, aControllerIndex)); }
protected void Fire(WeaponController weaponCtrl, InputStatus input) { if (weaponCtrl == null) { return; } weaponCtrl.Fire(input); }
/// <summary> /// Update specific hand /// </summary> /// <param name="pos"></param> /// <param name="hand"></param> /// <param name="status"></param> /// <returns></returns> public HandContact updateHand(Point3D pos, uint hand, InputStatus status) { if (hand > 1) { hand = 1; } return(hands[hand].update(pos.X, pos.Y, status)); }
/// <summary> /// Update just hand state /// </summary> /// <param name="hand"></param> /// <param name="status"></param> /// <returns></returns> public HandContact updateHand(uint hand, InputStatus status) { if (hand > 1) { hand = 1; } return(hands[hand].update(status)); }
/// <summary> /// Update state and position /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="newStatus"></param> /// <returns></returns> public HandContact update(float x, float y, InputStatus newStatus) { updatePosition(x, y); newStatus = updateStatus(newStatus); cursor.Show(new System.Drawing.Point((int)position.X, (int)position.Y)); return(currentContact); }
/* * Adds Historical data to an existing datastream. */ /// <summary> /// Adds Historical data to an existing datastream. /// </summary> /// <exception cref="System.ArgumentNullException">Thrown when one parameter is missing /// in the function call.</exception> /// <exception cref="FalkonryClient.Service.FalkonryException">Thrown when there is a request timeout.</exception> /// <exception cref="System.Exception">Thrown when any other error causes /// the program to not add historical data.</exception> /// <param name="datastreamId">A String that contains the ID of existing datastream /// in which the historical data is supposed to be added.</param> /// <param name="stream">A byte array received from file-adapter's GetStream() method.</param> /// <param name="fileType">A String that specifies the file type i.e CSV/JSON.</param> public void IngestDataFromFile(String datastreamId, byte[] stream, String fileType) { if (fileType == null || datastreamId == null || stream == null) { throw new ArgumentNullException(nameof(fileType)); } int i; Datastream datastream = falkonry.GetDatastream(datastreamId); var options = new SortedDictionary <string, string>(); var inputStatus = new InputStatus(); options.Add("streaming", "false"); options.Add("hasMoreData", "false"); options.Add("timeIdentifier", datastream.Field.Time.Identifier.ToString()); options.Add("timeZone", datastream.Field.Time.Zone.ToString()); options.Add("timeFormat", datastream.Field.Time.Format.ToString()); options.Add("entityIdentifier", datastream.Field.EntityIdentifier.ToString()); options.Add("fileFormat", fileType); // TODO: Uncomment these 2 lines out for Narrow Datastream Format. //options.Add("signalIdentifier", datastream.Field.Signal.SignalIdentifier.ToString()); //options.Add("valueIdentifier", datastream.Field.Signal.ValueIdentifier.ToString()); // TODO: Uncomment this line out for Batch Datastream Format. //options.Add("batchIdentifier", datastream.Field.BatchIdentifier.ToString()); for (i = 0; i < 3; i++) { try { inputStatus = falkonry.AddInputStream(datastreamId, stream, options); if (CheckStatus(inputStatus.Id) == 1) { break; } } catch (FalkonryClient.Service.FalkonryException e) { log.Error(e.GetBaseException() + "\n"); Console.ReadKey(); Environment.Exit(1); } catch (Exception ex) { log.WarnFormat(ex.StackTrace + " \n" + ex.Message + "\n" + "Retry Attempt: {0}", i + 1); } } if (i == 3) { log.Error("Cannot add data to the datastream!"); Console.ReadKey(); Environment.Exit(1); } }
//攻撃 protected void Fire(List <WeaponController> weaponCtrlList, InputStatus input) { WeaponController weaponCtrl = SelectWeapon(weaponCtrlList, input.pressLevel); if (weaponCtrl == null) { return; } Fire(weaponCtrl, input); }
//発射 public override GameObject Fire(InputStatus input) { if (fireCoroutine != null) { return(null); } index++; fireCoroutine = StartCoroutine(ContinuousSpawn(input)); return(null); }
/// <summary> /// Update contact /// </summary> /// <param name="position"></param> /// <param name="status"></param> internal void Update(Point position, InputStatus status) { Position = position; if (status == InputStatus.TOUCHED) { State = ContactState.Moved; } else { State = ContactState.Removed; } }
public override void SetInputState(int inputId, InputStatus status, PointF position) { if (status == InputStatus.Down) { if (!m_positions.ContainsKey(inputId)) { m_positions.Add(inputId, position); } else { m_positions[inputId] = position; } } else if (m_positions.ContainsKey(inputId)) { m_positions.Remove(inputId); } }
/// <summary> /// Update just state /// </summary> /// <param name="newStatus"></param> /// <returns></returns> public HandContact update(InputStatus newStatus) { newStatus = updateStatus(newStatus); cursor.Show(new System.Drawing.Point((int)position.X, (int)position.Y)); return currentContact; }
/// <summary> /// Update specific hand /// </summary> /// <param name="pos"></param> /// <param name="hand"></param> /// <param name="status"></param> /// <returns></returns> public HandContact updateHand(Point3D pos, uint hand, InputStatus status) { if (hand > 1) { hand = 1; } return hands[hand].update(pos.X, pos.Y, status); }
public override void SetInputState(int inputId, InputStatus status, PointF position) { m_mousedown = status == InputStatus.Down; m_mousePosition = position; }
public override void SetInputState(int inputId, InputStatus status, PointF position) { if (status == InputStatus.Down) { if (!m_ripples.ContainsKey(inputId)) { m_ripples.Add(inputId, new RippleSettings() { Center = ConvertPositionToRelative(position)}); } else { m_ripples[inputId].Center = ConvertPositionToRelative(position); } } else if (m_ripples.ContainsKey(inputId)) { m_ripples.Remove(inputId); } }
/// <summary> /// Update state and position /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="newStatus"></param> /// <returns></returns> public HandContact update(float x, float y, InputStatus newStatus) { updatePosition(x, y); newStatus = updateStatus(newStatus); cursor.Show(new System.Drawing.Point((int)position.X, (int)position.Y)); return currentContact; }
/// <summary> /// Update the status, means contact for driver as well as the cursor /// </summary> /// <param name="newStatus"></param> /// <returns></returns> private InputStatus updateStatus(InputStatus newStatus) { //generate contact for virtual touch driver if ((currentStatus == InputStatus.UNKNOWN || currentStatus == InputStatus.CURSOR) && newStatus == InputStatus.TOUCHED) { currentContact = new HandContact(position); } else if (currentStatus == InputStatus.TOUCHED) { currentContact.Update(position, newStatus); } else { newStatus = InputStatus.CURSOR; if (currentContact != null) { currentContact.Update(position, newStatus); } } //set cursor if (currentStatus != newStatus) { currentStatus = newStatus; cursor.setBitmap( cursorImage[(int)newStatus]); } return newStatus; }
private void GetPCInput() { if(Input.GetMouseButton(0)) { inputStatus = InputStatus.On; } else if(Input.GetMouseButtonUp(0)) { inputStatus = InputStatus.Up; } bool up = Input.GetKey(KeyCode.W); bool down = Input.GetKey(KeyCode.S); controlVector = Vector2.zero; if(up) controlVector = new Vector2(0,1); else if(down) controlVector = new Vector2(0,-1); }
private void GetTouchInput() { RaycastHit hit; /* if(Input.GetMouseButton(0)) { Ray ray = Camera.allCameras[0].ScreenPointToRay(Input.mousePosition); if(Physics.Raycast(ray, out hit, 1000f)) { Debug.Log(hit.transform.name); if(hit.transform.tag == "Up") { controlVector = new Vector2(0, 1f); } else if(hit.transform.tag == "Down") { controlVector = new Vector2(0, -1f); } else { controlVector = Vector2.zero; } } else { controlVector = Vector2.zero; } } else if(Input.GetMouseButtonUp(0)) { controlVector = Vector2.zero; }*/ Touch movingTouch, timeTouch; foreach (Touch touch in Input.touches) { if(touch.position.x < Screen.width * 0.45f) { movingTouch = touch; if(movingTouch.phase == TouchPhase.Began || movingTouch.phase == TouchPhase.Moved || movingTouch.phase == TouchPhase.Stationary) { Ray ray = Camera.allCameras[0].ScreenPointToRay(movingTouch.position); if(Physics.Raycast(ray, out hit, 1000f)) { if(hit.transform.tag == "Up") { upSr.color = onColor; downSr.color = offColor; controlVector = new Vector2(0, 1f); } else if(hit.transform.tag == "Down") { downSr.color = onColor; upSr.color = offColor; controlVector = new Vector2(0, -1f); } else { downSr.color = offColor; upSr.color = offColor; controlVector = Vector2.zero; } } else { downSr.color = offColor; upSr.color = offColor; controlVector = Vector2.zero; } } else if(movingTouch.phase == TouchPhase.Ended || movingTouch.phase == TouchPhase.Canceled) { downSr.color = offColor; upSr.color = offColor; controlVector = Vector2.zero; } /*switch(movingTouch.phase) { case TouchPhase.Began: touchString = movingTouch.phase.ToString(); startTouchPos = movingTouch.position; break; case TouchPhase.Moved: touchString = movingTouch.phase.ToString(); stationaryTime = 0f; Vector2 newVector = new Vector2(0f, movingTouch.position.y - startTouchPos.y); touchingMag = newVector.magnitude; //if(newVector.magnitude >= touchMagnitude) if(newVector.magnitude >= theMag) { newVector = newVector / 50f; controlVector = newVector; } else { //startTouchPos = movingTouch.position; controlVector = Vector2.zero; } delta = controlVector.y; break; case TouchPhase.Stationary: touchString = movingTouch.phase.ToString(); break; case TouchPhase.Ended: touchString = movingTouch.phase.ToString(); controlVector = Vector2.zero; delta = controlVector.y; break; }*/ } else if(touch.position.x > Screen.width * 0.55f) { timeTouch = touch; if(timeTouch.phase == TouchPhase.Began) { inputStatus = InputStatus.On; } else if(timeTouch.phase == TouchPhase.Ended) { inputStatus = InputStatus.Up; } } } }
// Use this for initialization void Start() { myTransform = this.transform; energy = maxEnergy; speed = playerSpeed; bulletTimeStatus = BulletTimeStatus.Off; inputStatus = InputStatus.Up; bulletTime = startBulletTime; Time.timeScale = startBulletTime; explosion = (GameObject)Resources.Load("Explosion", typeof(GameObject)); gameManager = GameObject.FindGameObjectWithTag("GameController"); bulletTimeGO = GameObject.FindGameObjectWithTag("BulletTime"); isAlive = true; cam = Camera.main.GetComponent<CameraCode>(); #if !UNITY_STANDALONE && !UNITY_EDITOR upSr = GameObject.FindGameObjectWithTag("Up").GetComponent<SpriteRenderer>(); downSr = GameObject.FindGameObjectWithTag("Down").GetComponent<SpriteRenderer>(); #endif ControlColorOff(); }
/// <summary> /// Update just hand state /// </summary> /// <param name="hand"></param> /// <param name="status"></param> /// <returns></returns> public HandContact updateHand(uint hand, InputStatus status) { if (hand > 1) { hand = 1; } return hands[hand].update(status); }
public virtual void SetInputState(int inputId, InputStatus status, PointF position) { }