/// <summary> Refresh information texts. </summary> private void RefreshInfoTexts() { mainInfoText.text = "controller count: " + NRInput.GetAvailableControllersCount().ToString() + "\n" + "type: " + NRInput.GetControllerType().ToString() + "\n" + "current debug hand: " + m_CurrentDebugHand.ToString() + "\n" + "position available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_POSITION).ToString() + "\n" + "rotation available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_ROTATION).ToString() + "\n" + "gyro available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_GYRO).ToString() + "\n" + "accel available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_ACCEL).ToString() + "\n" + "mag available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_MAG).ToString() + "\n" + "battery available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_BATTERY).ToString() + "\n" + "vibration available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_HAPTIC_VIBRATE).ToString() + "\n" + "rotation: " + NRInput.GetRotation(m_CurrentDebugHand).ToString("F3") + "\n" + "position: " + NRInput.GetPosition(m_CurrentDebugHand).ToString("F3") + "\n" + "touch: " + NRInput.GetTouch(m_CurrentDebugHand).ToString("F3") + "\n" + "trigger button: " + NRInput.GetButton(m_CurrentDebugHand, ControllerButton.TRIGGER).ToString() + "\n" + "home button: " + NRInput.GetButton(m_CurrentDebugHand, ControllerButton.HOME).ToString() + "\n" + "app button: " + NRInput.GetButton(m_CurrentDebugHand, ControllerButton.APP).ToString() + "\n" + "grip button: " + NRInput.GetButton(m_CurrentDebugHand, ControllerButton.GRIP).ToString() + "\n" + "touchpad button: " + NRInput.GetButton(m_CurrentDebugHand, ControllerButton.TOUCHPAD_BUTTON).ToString() + "\n" + "gyro: " + NRInput.GetGyro(m_CurrentDebugHand).ToString("F3") + "\n" + "accel: " + NRInput.GetAccel(m_CurrentDebugHand).ToString("F3") + "\n" + "mag: " + NRInput.GetMag(m_CurrentDebugHand).ToString("F3") + "\n" + "battery: " + NRInput.GetControllerBattery(m_CurrentDebugHand); extraInfoText.text = m_ExtraInfoStr; //Debug.Log("istouching:" + NRInput.IsTouching() + " value:" + NRInput.GetTouch(m_CurrentDebugHand).ToString("F3")); PrintInputState(); }
private void RefreshInfoTexts() { mainInfoText.text = "controller count: " + NRInput.GetAvailableControllersCount().ToString() + "\n" + "type: " + NRInput.GetControllerType().ToString() + "\n" + "domain hand: " + NRInput.DomainHand.ToString() + "\n" + "position available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_POSITION).ToString() + "\n" + "rotation available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_ROTATION).ToString() + "\n" + "gyro available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_GYRO).ToString() + "\n" + "accel available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_ACCEL).ToString() + "\n" + "mag available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_MAG).ToString() + "\n" + "battery available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_BATTERY).ToString() + "\n" + "vibration available: " + NRInput.GetControllerAvailableFeature(ControllerAvailableFeature.CONTROLLER_AVAILABLE_FEATURE_HAPTIC_VIBRATE).ToString() + "\n" + "rotation: " + NRInput.GetRotation().ToString("F3") + "\n" + "position: " + NRInput.GetPosition().ToString("F3") + "\n" + "touch: " + NRInput.GetTouch().ToString("F3") + "\n" + "trigger, home, app: " + NRInput.GetButton(ControllerButton.TRIGGER).ToString() + NRInput.GetButton(ControllerButton.HOME).ToString() + NRInput.GetButton(ControllerButton.APP).ToString() + "\n" + "gyro: " + NRInput.GetGyro().ToString("F3") + "\n" + "accel: " + NRInput.GetAccel().ToString("F3") + "\n" + "mag: " + NRInput.GetMag().ToString("F3") + "\n" + "battery: " + NRInput.GetControllerBattery(); extraInfoText.text = m_ExtraInfoStr; }
/// <summary> Updates this object. </summary> void Update() { //get controller rotation, and set the value to the cube transform transform.rotation = NRInput.GetRotation(); }
// Update is called once per frame void Update() { if (staticStuff.score > 0) { score += staticStuff.score * 10; staticStuff.score = 0; } if (staticStuff.ammo > 0) { bullets += staticStuff.ammo * 10; staticStuff.ammo = 0; } if (staticStuff.carHealth < 0) { staticStuff.carHealth = 0; } // Update the score if (reloading > 0) { text.text = "Score : " + score + "\nHealth : " + Math.Round(staticStuff.carHealth, 1) + "\nAmmo : Reloading/" + bullets; } else { text.text = "Score : " + score + "\nHealth : " + Math.Round(staticStuff.carHealth, 1) + "\nAmmo : " + clip + "/" + bullets; } if (staticStuff.gameOver) { if (countdown > 0) { countdown--; } text.text = ""; endText.text = "Game Over!\nScore:" + score + "\nRestarting in " + Math.Ceiling((double)(countdown / 100) + 1) + "..."; if (countdown <= 0) { staticStuff.carHealth = staticStuff.maxCarHealth; staticStuff.score = 0; staticStuff.ammo = 0; staticStuff.zombieNum = 0; staticStuff.gameOver = false; countdown = 300; clip = 10; bullets = 20; //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); This works on laptop but crashed on nreal } } else { endText.text = ""; } if (staticStuff.carHealth <= 0) { staticStuff.gameOver = true; } // Check for an update on the car locations int recHostId; int recConnectionId; int recChannelId; byte[] recBuffer = new byte[1350]; int bufferSize = 1350; int dataSize; byte error; NetworkEventType recNetworkEvent = NetworkTransport.Receive(out recHostId, out recConnectionId, out recChannelId, recBuffer, bufferSize, out dataSize, out error); //output.text = output.text + "" + recNetworkEvent; switch (recNetworkEvent) { case NetworkEventType.Nothing: break; case NetworkEventType.ConnectEvent: Debug.Log("incoming connection event received"); //output.text = output.text + "connectEventReceived"; break; case NetworkEventType.DataEvent: Stream stream = new MemoryStream(recBuffer); BinaryFormatter formatter = new BinaryFormatter(); string message = formatter.Deserialize(stream) as string; // Parse the updated locations into the Info struct format and process it Info inf = JsonUtility.FromJson <Info>(message); updateCars(inf); //output.text = output.text + "car update received"; break; case NetworkEventType.DisconnectEvent: Debug.Log("remote client event disconnected"); break; } // Spawn coins with a wait period in between coinWaited++; if (coinWaited > coinWait) { coinWaited = 0; //GameObject newCoin = Instantiate(coin, new Vector3(UnityEngine.Random.Range(-width, width), 0.2f, 15), transform.rotation); } /* * if (staticStuff.carHealth < 50 && windowCracks.transform.position.y > 50) * { * windowCracks.transform.position -= new Vector3(0, windowCracks.transform.position.y - 0.75f, 0); * } * * if (staticStuff.carHealth > 50 && windowCracks.transform.position.y < 50) * { * windowCracks.transform.position += new Vector3(0, 100, 0); * } */ float newC = (float)(1 - Math.Round(staticStuff.carHealth / 100, 1)); cracks.SetTextureScale("_MainTex", new Vector2(newC, newC)); spawnTimer++; if (spawnTimer > spawnWait && staticStuff.zombieNum < maxZombies && !staticStuff.gameOver && spawnZs) { spawnTimer = 0; GameObject newZombie = Instantiate(zombie, new Vector3(0, 0.1f, 20), Quaternion.identity); newZombie.transform.RotateAround(center.transform.position, Vector3.up, UnityEngine.Random.Range(0, 360)); newZombie.GetComponent <zombie>().car = car; newZombie.GetComponent <zombie>().target = center; Vector3 targetDir = newZombie.transform.position - car.transform.position; float angle = Vector3.Angle(targetDir, car.transform.forward); Debug.Log("Created with angle : " + angle); if (angle > allowedAngle) { Destroy(newZombie); spawnTimer = spawnWait + 1; } else { staticStuff.zombieNum++; } } if (controllerMode) { //gun.transform.position = NRInput.GetPosition() + new Vector3(0,1,0); gun.transform.rotation = NRInput.GetRotation(); } if ((Input.GetKeyDown(KeyCode.E) || NRInput.GetButtonDown(ControllerButton.TRIGGER)) && clip > 0 && !staticStuff.gameOver) { Vector3 newRot = cam.transform.eulerAngles; //newRot.x += 90; //Debug.Log(newRot); //newRot.y += 90; //newRot.z += 90; Quaternion newRotQ = new Quaternion(newRot.x, newRot.y, newRot.z, cam.transform.localRotation.w);//.normalized; GameObject newBullet = Instantiate(bullet, bulletSpawn.transform.position, newRotQ); //newBullet.transform.parent = bulletSpawn.transform; //newBullet.transform.rotation = newRotQ; //newBullet.transform.GetChild(0).GetComponent<bullet>().rot = cam.transform.rotation; if (controllerMode) { newBullet.GetComponent <bullet>().rot = gun.transform.rotation; } else { newBullet.GetComponent <bullet>().rot = cam.transform.rotation; } clip--; } buTiWaited++; if (buTiWaited > bulletTrickleTime) { buTiWaited = 0; bullets++; } if (clip <= 0 && reloading <= 0) { reloading = 100; } if (reloading > 0 && bullets > 0) { reloading--; } if (reloading <= 0 && clip == 0) { if (bullets < 10) { clip = bullets; bullets -= clip; } if (bullets >= 10) { clip = 10; bullets -= 10; } } }