private void TouchController()
    {
        if (this.ctrl)
        {
            TouchStick
                walkStick   = this.ctrl.GetStick(STICK_WALK),
                rotateStick = this.ctrl.GetStick(STICK_ROTATE);
            if (IsClick())
            {
                return;
            }

            if (walkStick.Pressed() && false == walkStick.disableGui)
            {
                var playerController = PlayerController.Instance;
                playerController.EnableMove();
                Vector3 PremoveXZ = walkStick.GetVec3d(true, 0);
                playerController.TouchMove(PremoveXZ.x, PremoveXZ.z);
            }

            else if (rotateStick.Pressed() && false == rotateStick.disableGui)
            {
                if (null == CameraController.Instance.cameraController)
                {
                    return;
                }

                Vector3 PreroateXZ = rotateStick.GetVec3d(true, 0);
                CameraController.Instance.cameraController.RotateCamera(PreroateXZ.x, PreroateXZ.z);
            }
            else
            {
                PlayerController.Instance.DisableMove();
            }
        }
    }
예제 #2
0
    // ----------------
    public void ControlByTouch()
    {
        if (this.touchCtrl == null)
        {
            return;
        }

        // Get controls' references...

        TouchStick stickWalk  = this.touchCtrl.GetStick(DemoFppGameCS.STICK_WALK);
        TouchZone  zoneAim    = this.touchCtrl.GetZone(DemoFppGameCS.ZONE_AIM);
        TouchZone  zoneFire   = this.touchCtrl.GetZone(DemoFppGameCS.ZONE_FIRE);
        TouchZone  zoneZoom   = this.touchCtrl.GetZone(DemoFppGameCS.ZONE_ZOOM);
        TouchZone  zoneReload = this.touchCtrl.GetZone(DemoFppGameCS.ZONE_RELOAD);


        // If Walk stick is pressed...

        if (stickWalk.Pressed())
        {
            // ... use it's unnormalized direction vector to control walking.

            Vector2 moveVec = stickWalk.GetVec();

            this.SetWalkSpeed(moveVec.y, moveVec.x);
        }

        // Stop walking when stick is released...
        else
        {
            this.SetWalkSpeed(0, 0);
        }


        // Firing...
        // Set weapons trigger by getting the Fire zone pressed state
        // (include mid-frame press)

        this.SetTriggerState(zoneFire.UniPressed(true, false));


        // Reload on Reload zone press (including mid-frame press and release situations).

        if (zoneReload.JustUniPressed(true, true))
        {
            this.ReloadWeapon();
        }


        // Toggle zoom mode, when tapped on zoom-zone...

        if (zoneZoom.JustTapped())
        {
            this.zoomActive = !this.zoomActive;
        }

        // Zoom dragging...

        if (this.zoomActive &&
            zoneZoom.UniPressed(false, false))
        {
            // Store inital zoom factor...

            if (!this.isZoomDragging)
            {
                this.isZoomDragging = true;
                this.zoomFactorRaw  = this.zoomFactor;
            }

            // Change zoom factor by RAW vertical unified-touch drag delta
            // queried in centimeters and scaled...

            this.zoomFactorRaw += (this.zoomFactorPerCm *
                                   zoneZoom.GetUniDragDelta(TouchCoordSys.SCREEN_CM, true).y);

            this.zoomFactor = Mathf.Clamp(this.zoomFactorRaw, 0, 1);
        }
        else
        {
            this.isZoomDragging = false;
        }



        // Aim, when either aim or fire zone if pressed by at least one finger
        // (ignoring mid-frame presses and releases)...

        if (zoneAim.UniPressed(false, false) ||
            zoneFire.UniPressed(false, false))
        {
            // If just started aiming, store initial aim angles...

            if (!this.isAiming)
            {
                this.isAiming   = true;
                this.aimVertRaw = this.aimVert;
                this.aimHorzRaw = this.aimHorz;
            }

            // Get aim delta adding aim-zone and fire-zone's
            // unified-touch RAW drag deltas in centimeters...

            Vector2 aimDelta =
                zoneAim.GetUniDragDelta(TouchCoordSys.SCREEN_CM, true) +
                zoneFire.GetUniDragDelta(TouchCoordSys.SCREEN_CM, true);


            // Apply aim-sensitivity and speed...

            aimDelta *= Mathf.Lerp(0.1f, 1.0f, this.aimSensitivity);

            aimDelta.x *= this.horzAimSpeed;
            aimDelta.y *= this.vertAimSpeed;

            // Add calculated delta to current our raw, non-clamped aim angles
            // and pass them to Aim() function.
            // By keeping separate, non-clamped angles we prevent that
            // uncomfortable effect when dragging past the limit and back again.

            this.aimHorzRaw += aimDelta.x;
            this.aimVertRaw += aimDelta.y;

            //
            this.Aim(this.aimHorzRaw, this.aimVertRaw);
        }
        else
        {
            this.isAiming = false;
        }

        // When double tapped the aim zone - level horizonal aim angle...

        if (zoneAim.JustDoubleTapped())
        {
            this.Aim(this.aimHorz, 0);
        }
    }
예제 #3
0
    // ----------------------
    // Update()
    // ----------------------

    void Update()
    {
        if (this.ctrl != null)
        {
            // ----------------------
            // Stick and Zone Variables
            // ----------------------

            TouchStick walkStick  = this.ctrl.GetStick(STICK_WALK);
            TouchZone  actionZone = this.ctrl.GetZone(ZONE_ACTION);
            TouchZone  screenZone = this.ctrl.GetZone(ZONE_SCREEN);


            // ----------------------
            // Input Handling Code
            // ----------------------

            // ----------------
            // Stick 'Walk'...
            // ----------------

            if (walkStick.Pressed())
            {
                Vector2             walkVec      = walkStick.GetVec();
                float               walkTilt     = walkStick.GetTilt();
                float               walkAngle    = walkStick.GetAngle();
                TouchStick.StickDir walkDir      = walkStick.GetDigitalDir(true);
                Vector3             walkWorldVec = walkStick.GetVec3d(false, 0);

                // Your code here.
            }

            // ----------------
            // Zone 'Action'...
            // ----------------

            if (actionZone.JustUniPressed())
            {
                Vector2 actionPressStartPos = actionZone.GetUniStartPos(TouchCoordSys.SCREEN_PX);
            }

            // Uni-touch pressed...

            if (actionZone.UniPressed())
            {
                float   actionUniDur          = actionZone.GetMultiTouchDuration();
                Vector2 actionUniPos          = actionZone.GetMultiPos();
                Vector2 actionUniDragDelta    = actionZone.GetMultiDragDelta();
                Vector2 actionUniRawDrawDelta = actionZone.GetMultiDragDelta(true);
            }


            // Uni-Touch Just Released

            if (actionZone.JustUniReleased())
            {
                Vector2 actionUniRelStartPos = actionZone.GetReleasedUniStartPos();
                Vector2 actionUniRelEndPos   = actionZone.GetReleasedUniEndPos();
                int     actionUniRelStartBox = TouchZone.GetBoxPortion(2, 2, actionZone.GetReleasedUniStartPos(TouchCoordSys.SCREEN_NORMALIZED));
                int     actionUniRelEndBox   = TouchZone.GetBoxPortion(2, 2, actionZone.GetReleasedUniEndPos(TouchCoordSys.SCREEN_NORMALIZED));

                Vector2 actionUniRelDragVel = actionZone.GetReleasedUniDragVel();
                Vector2 actionUniRelDragVec = actionZone.GetReleasedUniDragVec();
            }


            // ----------------
            // Zone 'SCREEN'...
            // ----------------

            if (screenZone.JustMultiPressed())
            {
                Vector2 screenMultiPressStartPos = screenZone.GetMultiStartPos(TouchCoordSys.SCREEN_PX);
            }

            if (screenZone.JustUniPressed())
            {
                Vector2 screenPressStartPos = screenZone.GetUniStartPos(TouchCoordSys.SCREEN_PX);
            }

            // Multi-Pressed...

            if (screenZone.MultiPressed())
            {
                float   screenMultiDur          = screenZone.GetMultiTouchDuration();
                Vector2 screenMultiPos          = screenZone.GetMultiPos();
                Vector2 screenMultiDragDelta    = screenZone.GetMultiDragDelta();
                Vector2 screenMultiRawDrawDelta = screenZone.GetMultiDragDelta(true);


                // Multi-touch drag...

                if (screenZone.JustMultiDragged())
                {
                }

                if (screenZone.MultiDragged())
                {
                }

                // Just Twisted...

                if (screenZone.JustTwisted())
                {
                }

                // Twisted...

                if (screenZone.Twisted())
                {
                    float screenTwistDelta = screenZone.GetTwistDelta();
                    float screenTwistTotal = screenZone.GetTotalTwist();
                }

                // Just Pinched...

                if (screenZone.JustPinched())
                {
                }

                // Pinched...

                if (screenZone.Pinched())
                {
                    float screenPinchRelScale = screenZone.GetPinchRelativeScale();
                    float screenPinchAbsScale = screenZone.GetPinchScale();
                    float screenFingerDist    = screenZone.GetPinchDist();
                }
            }

            // Uni-touch pressed...

            if (screenZone.UniPressed())
            {
                float   screenUniDur          = screenZone.GetMultiTouchDuration();
                Vector2 screenUniPos          = screenZone.GetMultiPos();
                Vector2 screenUniDragDelta    = screenZone.GetMultiDragDelta();
                Vector2 screenUniRawDrawDelta = screenZone.GetMultiDragDelta(true);


                // Just Uni-touch dragged...

                if (screenZone.JustUniDragged())
                {
                }

                // Uni-Touch drag...

                if (screenZone.UniDragged())
                {
                }
            }


            // Multi-Touch Just Released

            if (screenZone.JustMultiReleased())
            {
                Vector2 screenMultiRelStartPos = screenZone.GetReleasedMultiStartPos();
                Vector2 screenMultiRelEndPos   = screenZone.GetReleasedMultiEndPos();
                int     screenMultiRelStartBox = TouchZone.GetBoxPortion(2, 2, screenZone.GetReleasedMultiStartPos(TouchCoordSys.SCREEN_NORMALIZED));
                int     screenMultiRelEndBox   = TouchZone.GetBoxPortion(2, 2, screenZone.GetReleasedMultiEndPos(TouchCoordSys.SCREEN_NORMALIZED));

                Vector2 screenMultiRelDragVel = screenZone.GetReleasedMultiDragVel();
                Vector2 screenMultiRelDragVec = screenZone.GetReleasedMultiDragVec();

                // Released multi-touch was dragged...

                if (screenZone.ReleasedMultiDragged())
                {
                }

                // Released multi-touch was twisted...

                if (screenZone.ReleasedTwisted())
                {
                    float screenRelTwistAngle = screenZone.GetReleasedTwistAngle();
                    float screenRelTwistVel   = screenZone.GetReleasedTwistVel();
                }

                // Released multi-touch was pinched...

                if (screenZone.ReleasedPinched())
                {
                    float screenRelPinchStartDist = screenZone.GetReleasedPinchStartDist();
                    float screenRelPinchEndDist   = screenZone.GetReleasedPinchEndDist();
                    float screenRelPinchScale     = screenZone.GetReleasedPinchScale();
                }
            }


            // Uni-Touch Just Released

            if (screenZone.JustUniReleased())
            {
                Vector2 screenUniRelStartPos = screenZone.GetReleasedUniStartPos();
                Vector2 screenUniRelEndPos   = screenZone.GetReleasedUniEndPos();
                int     screenUniRelStartBox = TouchZone.GetBoxPortion(2, 2, screenZone.GetReleasedUniStartPos(TouchCoordSys.SCREEN_NORMALIZED));
                int     screenUniRelEndBox   = TouchZone.GetBoxPortion(2, 2, screenZone.GetReleasedUniEndPos(TouchCoordSys.SCREEN_NORMALIZED));

                Vector2 screenUniRelDragVel = screenZone.GetReleasedUniDragVel();
                Vector2 screenUniRelDragVec = screenZone.GetReleasedUniDragVec();


                // Released uni-touch was dragged...

                if (screenZone.ReleasedUniDragged())
                {
                }
            }


            // Double multi-finger tap...

            if (screenZone.JustMultiDoubleTapped())
            {
                Vector2 screenMultiDblTapPos = screenZone.GetMultiTapPos();
            }
            else

            // Simple multi-finger tap...

            if (screenZone.JustMultiTapped())
            {
                Vector2 screenMultiTapPos = screenZone.GetMultiTapPos();
            }
            else

            // Double one-finger tap...

            if (screenZone.JustDoubleTapped())
            {
                Vector2 screenDblTapPos = screenZone.GetTapPos();
            }
            else

            // Simple one-finger tap...

            if (screenZone.JustTapped())
            {
                Vector2 screenTapPos = screenZone.GetTapPos();
            }
        }
    }
예제 #4
0
    // ---------------
    void Update()
    {
        // If the game is paused...

        if ((this.popupBox != null) && this.popupBox.IsVisible())
        {
            if (Input.GetKeyUp(KeyCode.Escape))
            {
                this.popupBox.End();
            }

            // Unpause...

            if (this.popupBox.IsComplete())
            {
                this.popupBox.Hide();

                // Enable controller...

                this.ctrl.EnableController();

                // Unpause the player...

                this.player.OnUnpause();
            }
        }

        // When not paused...
        else
        {
            // Return to Main menu...

            if (Input.GetKeyUp(KeyCode.Escape))
            {
                DemoSwipeMenuCS.LoadMenuScene();
                return;
            }


            // Handle input...

            if (this.ctrl)
            {
                // Get stick and zone references by IDs...

                TouchStick
                    walkStick = this.ctrl.GetStick(STICK_WALK),
                    fireStick = this.ctrl.GetStick(STICK_FIRE);
                TouchZone
                //screenZone	= this.ctrl.GetZone(ZONE_SCREEN),
                    pauseZone = this.ctrl.GetZone(ZONE_PAUSE);


                // If the PAUSE zone (or SPACEBAR) is released, show info box...

                if (pauseZone.JustUniReleased() || Input.GetKeyUp(KeyCode.Space))
                {
                    // Show popup box...

                    this.popupBox.Show(INFO_TITLE, INFO_BODY, INFO_BUTTON_TEXT);

                    // Disable controller to stop it from reacting to touch input...

                    this.ctrl.DisableController();

                    // Pause the game...

                    this.player.OnPause();
                }

                else
                {
                    // Walk when left stick is pressed...

                    if (walkStick.Pressed())
                    {
                        // Use stick's normalized XZ vector and tilt to move...

                        this.player.Move(walkStick.GetVec3d(true, 0), walkStick.GetTilt());
                    }

                    // Stop when stick is released...

                    else
                    {
                        this.player.Move(Vector3.zero, 0);
                    }


                    // Shoot when right stick is pressed...

                    if (fireStick.Pressed())
                    {
                        this.player.SetTriggerState(true);

                        // Get target angle and stick's tilt to determinate turning speed.

                        this.player.Aim(fireStick.GetAngle(), fireStick.GetTilt());
                    }

                    // ...or stop shooting and aiming when right stick is released.

                    else
                    {
                        this.player.SetTriggerState(false);
                        this.player.Aim(0, 0);
                    }
                }
            }
        }


        // Update character...

        this.player.UpdateChara();


        // Update camera...

        if (this.cam != null)
        {
            Transform camTf = this.cam.transform;
            camTf.position = this.player.transform.position + this.camOfs;
        }
    }