예제 #1
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 #2
0
    // ---------------
    private void Update()
    {
        // If controller's layout changed, reset menu's width...

        if ((this.ctrl != null) && this.ctrl.LayoutChanged())
        {
            this.menu.SetWindowSize(Screen.width, this.ctrl.GetDPI());
        }


        // Fade-in phase...

        if (this.fadeInTimer.Enabled)
        {
            this.fadeInTimer.Update(Time.deltaTime);
            if (this.fadeInTimer.Completed)
            {
                this.fadeInTimer.Disable();
            }
        }

        // Control...
        else
        {
            if (Input.GetKeyUp(KeyCode.Escape))
            {
                Application.LoadLevel(EXIT_SCREEN_SCENE_NAME);
                return;
                //Application.Quit();
            }

            // Get first and the only one touch zone (no need for IDs)...

            TouchZone zone = this.ctrl.GetZone(0);


            // Handle tap...

            if (zone.JustTapped())
            {
                this.menu.OnTap();
            }

            // Handle unified-touch press...

            if (zone.JustUniPressed())
            {
                this.menu.OnPress();
            }

            //  If unified-touch moved, use it's drag delta...

            if (zone.UniDragged())
            {
                this.menu.Move(-zone.GetUniDragDelta(TouchCoordSys.SCREEN_PX).x);
            }


            // On unfied-touch release, get released drag velocity to detect those quick swipes...

            else if (zone.JustUniReleased())
            {
                this.menu.OnRelease(-zone.GetReleasedUniDragVel().x);
            }
        }


        // If swipe-menu completed - go to selected mode...

        this.menu.UpdateMenu();
        if (this.menu.JustCompleted())
        {
            switch (this.menu.GetCurItem())
            {
            case ITEM_FPP:
                this.StartDemo(FPP_DEMO_SCENE_NAME);
                return;

            case ITEM_RPG:
                this.StartDemo(RPG_DEMO_SCENE_NAME);
                return;

            case ITEM_MAP:
                this.StartDemo(MAP_DEMO_SCENE_NAME);
                return;

            case ITEM_DSS:
                this.StartDemo(DUAL_STICK_DEMO_SCENE_NAME);
                return;
            }
        }
    }
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
// --------------------
    public void ControlByTouch(TouchController ctrl, DemoRpgGameCS game)
    {
        TouchStick
            stickWalk = ctrl.GetStick(DemoRpgGameCS.STICK_WALK);
        TouchZone
            zoneScreen = ctrl.GetZone(DemoRpgGameCS.ZONE_SCREEN),
            zoneAction = ctrl.GetZone(DemoRpgGameCS.ZONE_ACTION),
            zoneFire   = ctrl.GetZone(DemoRpgGameCS.ZONE_FIRE);



        // Get stick's normalized direction in world space relative to camera's angle...

        Vector3 moveWorldDir = stickWalk.GetVec3d(TouchStick.Vec3DMode.XZ, true, game.camOrbitalAngle);


        // Get stick's angle in world space by adding it to camera's angle..

        float stickWorldAngle = stickWalk.GetAngle() + game.camOrbitalAngle;


        // Get walking speed from stick's current tilt...

        float speed = stickWalk.GetTilt();


        // Get gun's trigger state by checking Fire zone's state (including mid-frame press)

        bool gunTriggerState = zoneFire.UniPressed(true, false);


        // Check if Action should be performed - either by pressing the Action button or
        // by tapping on the right side of the screen...

        bool performAction =
            zoneAction.JustUniPressed(true, true) ||
            zoneScreen.JustTapped();



        if ((this.charaState == CharaState.IDLE) ||
            (this.charaState == CharaState.WALK) ||
            (this.charaState == CharaState.RUN))
        {
            if (speed > this.walkStickThreshold)
            {
                float moveSpeed = 0;

                // Walk...

                if (speed < this.runStickThreshold)
                {
                    moveSpeed = this.walkSpeed;

                    if (this.charaState != CharaState.WALK)
                    {
                        this.StartWalking();
                    }

                    // Set animation speed...

                    this.charaAnim[this.ANIM_WALK_F].speed = this.walkAnimSpeed;
                }

                // Run!

                else
                {
                    moveSpeed = this.runSpeed;

                    if (this.charaState != CharaState.RUN)
                    {
                        this.StartRunning();
                    }

                    // Set animation speed...

                    this.charaAnim[this.ANIM_RUN_F].speed = this.runAnimSpeed;
                }



                // Update player's angle...

                this.angle = DampAngle(this.angle, stickWorldAngle, this.angleSmoothingTime, this.turnMaxSpeed, Time.deltaTime);

                // Move player's collider...

                this.charaCtrl.Move(moveWorldDir * moveSpeed * Time.deltaTime);
            }

            else if ((this.charaState == CharaState.WALK) || (this.charaState == CharaState.RUN))
            {
                // Stop...

                this.StartIdle();
            }


            // Perform Action...

            if (performAction)
            {
                this.PerformUseAction();
            }
        }


        // Every other state than USE...

        if (this.charaState != CharaState.USE)
        {
            if (this.gun != null)
            {
                this.gun.SetTriggerState(gunTriggerState);
            }

            if (performAction)
            {
                this.PerformUseAction();
            }
        }

        // USE state updates...

        else
        {
            if (this.gun != null)
            {
                this.gun.SetTriggerState(false);
            }

            this.useElapsed += Time.deltaTime;
            if (this.useElapsed > this.useAnimDuration)
            {
                this.StartIdle();
            }
        }
    }