// Use this for initialization void Start() { playerManager = PlayerManager.Instance; ReadyPlayerList = new Dictionary <int, bool>(); keyList = new List <KeyCode>(); foreach (KeyCode key in System.Enum.GetValues(typeof(KeyCode))) { string keyName = key.ToString(); if (keyName.Contains("Joystick") && char.IsDigit(keyName[8])) { keyList.Add(key); } } Gamepads = new gamepads[SerialPort.GetPortNames().Length]; int i = 0; foreach (string str in SerialPort.GetPortNames()) { Gamepads[i] = new gamepads((int)char.GetNumericValue(str[str.Length - 1])); i++; } SelectedList = new bool[PersonnageAvailable.Length]; LoadRatioStatsToBar(HPBarTeam, hpTeam, 950); LoadRatioStatsToBar(ShieldBarTeam, shieldTeam, 300); LoadRatioStatsToBar(ManaBarTeam, manaTeam, 900); HPBarTeam.gameObject.SetActive(true); ShieldBarTeam.gameObject.SetActive(true); ManaBarTeam.gameObject.SetActive(true); }
public Player AddPlayer(int ControllerId, Personnage playerPersonnage, gamepads gamepads = null) { int id = PlayerList.Count + 1; GameObject playerObject = new GameObject("Player " + id); Player player = Instantiate(playerObject, transform).AddComponent <Player>(); player.LoadPlayer(id, PlayerColorList[id - 1], playerPersonnage, ControllerId, gamepads); PlayerList.Add(player); Debug.Log("Controller id:" + ControllerId + " added as Player n°" + id); return(player); }
void Start() { if (SerialPort.GetPortNames().Length > 0) { pads = new gamepads((int)char.GetNumericValue(SerialPort.GetPortNames()[0][SerialPort.GetPortNames()[0].Length - 1])); } //Load Song audios = GetComponent <AudioSource>(); songInfo = SongInfoCustom.Instance.currentSong; song = songInfo.song; audios.clip = song; //UI //load Slider sliderTime.minValue = 0; sliderTime.maxValue = song.length; txtPch.text = audios.pitch.ToString(); txtNom.text = song.name; //TrackLength TrackLengthSlider.value = TrackLength; //initialize fields crotchet = 60f / songInfo.bpm; songLength = songInfo.song.length; crotchetCount = (int)(songLength / crotchet); //Init BPM beats = new PrimaryBeat[crotchetCount]; for (int i = 0; i < crotchetCount; i++) { beats[i] = Instantiate(prefabsBeats, parentBeats).GetComponent <PrimaryBeat>(); //Init a 1 car le premier subbeat est le beat lui même for (int j = 1; j < BeatDividing; j++) { Instantiate(prefabsSubBeat, beats[i].transform).GetComponent <subbeat>().subNode = j; } beats[i].beatId = i + 1; beats[i].initSubNode(trackNb, BeatDividing); } //Partition PlayersPartition = songInfo.partitions; CurrentIdPartition = 0; UIPartitionId.text = (CurrentIdPartition + 1).ToString(); LoadPartition(); //Resize BPM space ResizeTracks(); }
// Use this for initialization public void LoadPlayer(int Id, Color Color, Personnage playerPerso, int Controller, gamepads pads = null) { id = Id; color = Color; Personnage = playerPerso; ControllerId = Controller; if (pads != null) { this.pads = pads; } else if (Controller >= 0) { trackKey = LoadTrackKey(); } }
public void AddDebugPlayer() { if (System.IO.Ports.SerialPort.GetPortNames().Length > 0) { string str = System.IO.Ports.SerialPort.GetPortNames()[0]; gamepads pads = new gamepads((int)char.GetNumericValue(str[str.Length - 1])); AddPlayer(1, DebugPerso, pads); } else if (Input.GetJoystickNames().Length > 0) { if (Input.GetJoystickNames()[0] != "") { AddPlayer(1, DebugPerso); } } else { AddPlayer(-1, DebugPerso); } }
public void AddPlayerToLobby(int id, gamepads pads = null) { /* i = 0; * while (SelectedList[i]) * { * i++; * } * SelectedList[i] = true;*/ Player player = playerManager.AddPlayer(id, PersonnageAvailable[0], pads); Debug.Log(player.id); player.Personnage = PersonnageAvailable[player.id - 1]; ReadyPlayerList.Add(player.id, false); updateUI(player); //reset led avant de lui attribuer l'id if (pads != null) { player.pads.SetLed(0); player.pads.SetLed(player.id); } }
public void LoadArduino(gamepads pads) { }