public override bool OnMessage(SceneMenu e, MessageInfo message) { // メッセージタイプが一致している箇所に switch (message.messageType) { case MessageType.ClickAnyButton: // byte[]→構造体 AnyButton info = new AnyButton(); message.GetExtraInfo <AnyButton>(ref info); //+------------------------------------------------------------- // ★選択したアイコンのタイプに変更 switch ((NET_BATTLE_TYPE)info.Index) { //case NET_BATTLE_TYPE.SERVER: // e.m_pStateMachine.ChangeState(NetBattleHostSelected.GetInstance()); // break; //case NET_BATTLE_TYPE.CLIENT: // e.m_pStateMachine.ChangeState(NetBattleClientSelected.GetInstance()); // break; case NET_BATTLE_TYPE.SERVER: // セレクトデータ保存 SelectData.networkType = NETWORK_TYPE.HOST; // ネットワークロビーに行く e.m_bSceneChange = true; SceneManager.LoadScene("NetworkLobby"); break; case NET_BATTLE_TYPE.CLIENT: // セレクトデータ保存 SelectData.networkType = NETWORK_TYPE.CLIENT; // IPアドレス保存 PlayerDataManager.GetPlayerData().ip = e.ipInput.text; // ネットワークロビーに行く e.m_bSceneChange = true; SceneManager.LoadScene("NetworkLobby"); break; case NET_BATTLE_TYPE.END: default: //+------------------------------------------------------------------- // もどる e.m_pStateMachine.ChangeState(SceneMenuState.BattleSelect.GetInstance()); // 01/22 Exit関数からここに移動 e.BlackPanel.SetActive(false); break; } return(true); // trueを返して終り default: break; } return(false); // 何も引っかからなかった }
internal Mouse() { buttons = new Dictionary <ButtonCode, Button>(); Left = AddButton(ButtonCode.Left); Right = AddButton(ButtonCode.Right); Middle = AddButton(ButtonCode.Middle); Button1 = AddButton(ButtonCode.X1); Button2 = AddButton(ButtonCode.X2); Any = new AnyButton(Left, Right, Middle, Button1, Button2); }
public override bool OnMessage(SceneDeck e, MessageInfo message) { // メッセージタイプが一致している箇所に switch (message.messageType) { case MessageType.ClickAnyButton: // byte[]→構造体 AnyButton info = new AnyButton(); IntPtr ptr = Marshal.AllocHGlobal(Marshal.SizeOf(info)); Marshal.Copy(message.exInfo, 0, ptr, Marshal.SizeOf(info)); info = (AnyButton)Marshal.PtrToStructure(ptr, info.GetType()); Marshal.FreeHGlobal(ptr); //+------------------------------------------------------------- // ★選択したアイコンのタイプに変更 //switch ((NET_BATTLE_TYPE)info.Index) //{ // case NET_BATTLE_TYPE.SERVER: // break; // case NET_BATTLE_TYPE.CLIENT: // break; // case NET_BATTLE_TYPE.END: // default: // //+------------------------------------------------------------------- // // もどる // e.m_pStateMachine.ChangeState(SceneMenuState.BattleSelect.GetInstance()); // break; //} //+------------------------------------------------------------------- // もどる e.m_pStateMachine.ChangeState(SceneDeckState.Main.GetInstance()); return(true); // trueを返して終り default: break; } return(false); // 何も引っかからなかった }
public override bool OnMessage(SceneMenu e, MessageInfo message) { // メッセージタイプが一致している箇所に switch (message.messageType) { case MessageType.ClickAnyButton: // byte[]→構造体 AnyButton info = new AnyButton(); message.GetExtraInfo <AnyButton>(ref info); //+------------------------------------------------------------- // ★選択したアイコンのタイプに変更 switch (info.Index) { case 1: e.Tips1.SetActive(false); e.Tips2.SetActive(false); e.Tips3.SetActive(false); e.Tips4.SetActive(false); //e.Tips5.SetActive(false); e.Tips1.SetActive(true); break; case 2: e.Tips1.SetActive(false); e.Tips2.SetActive(false); e.Tips3.SetActive(false); e.Tips4.SetActive(false); // e.Tips5.SetActive(false); e.Tips2.SetActive(true); break; case 3: e.Tips1.SetActive(false); e.Tips2.SetActive(false); e.Tips3.SetActive(false); e.Tips4.SetActive(false); // e.Tips5.SetActive(false); e.Tips3.SetActive(true); break; case 4: e.Tips1.SetActive(false); e.Tips2.SetActive(false); e.Tips3.SetActive(false); e.Tips4.SetActive(false); //e.Tips5.SetActive(false); e.Tips4.SetActive(true); break; //case 5: // e.Tips1.SetActive(false); // e.Tips2.SetActive(false); // e.Tips3.SetActive(false); // e.Tips4.SetActive(false); // e.Tips5.SetActive(false); // e.Tips5.SetActive(true); // break; default: //+------------------------------------------------------------------- // もどる e.m_pStateMachine.ChangeState(SceneMenuState.BattleSelect.GetInstance()); break; } return(true); // trueを返して終り default: break; } return(false); // 何も引っかからなかった }
internal Keyboard() { keylist = new List <XNA.Keys>(); allKeys = new List <Button>(); keys = new Dictionary <XNA.Keys, Button>(); A = AddKey(XNA.Keys.A); B = AddKey(XNA.Keys.B); C = AddKey(XNA.Keys.C); D = AddKey(XNA.Keys.D); E = AddKey(XNA.Keys.E); F = AddKey(XNA.Keys.F); G = AddKey(XNA.Keys.G); H = AddKey(XNA.Keys.H); I = AddKey(XNA.Keys.I); J = AddKey(XNA.Keys.J); K = AddKey(XNA.Keys.K); L = AddKey(XNA.Keys.L); M = AddKey(XNA.Keys.M); N = AddKey(XNA.Keys.N); O = AddKey(XNA.Keys.O); P = AddKey(XNA.Keys.P); Q = AddKey(XNA.Keys.Q); R = AddKey(XNA.Keys.R); S = AddKey(XNA.Keys.S); T = AddKey(XNA.Keys.T); U = AddKey(XNA.Keys.U); V = AddKey(XNA.Keys.V); W = AddKey(XNA.Keys.W); X = AddKey(XNA.Keys.X); Y = AddKey(XNA.Keys.Y); Z = AddKey(XNA.Keys.Z); Num0 = AddKey(XNA.Keys.D0); Num1 = AddKey(XNA.Keys.D1); Num2 = AddKey(XNA.Keys.D2); Num3 = AddKey(XNA.Keys.D3); Num4 = AddKey(XNA.Keys.D4); Num5 = AddKey(XNA.Keys.D5); Num6 = AddKey(XNA.Keys.D6); Num7 = AddKey(XNA.Keys.D7); Num8 = AddKey(XNA.Keys.D8); Num9 = AddKey(XNA.Keys.D9); Escape = AddKey(XNA.Keys.Escape); LControl = AddKey(XNA.Keys.LeftControl); LShift = AddKey(XNA.Keys.LeftShift); LAlt = AddKey(XNA.Keys.LeftAlt); LSystem = AddKey(XNA.Keys.LeftWindows); RControl = AddKey(XNA.Keys.RightControl); RShift = AddKey(XNA.Keys.RightShift); RAlt = AddKey(XNA.Keys.RightAlt); RSystem = AddKey(XNA.Keys.RightWindows); Menu = AddKey(XNA.Keys.Apps); LBracket = AddKey(XNA.Keys.OemOpenBrackets); RBracket = AddKey(XNA.Keys.OemCloseBrackets); SemiColon = AddKey(XNA.Keys.OemSemicolon); Comma = AddKey(XNA.Keys.OemComma); Period = AddKey(XNA.Keys.OemPeriod); Quote = AddKey(XNA.Keys.OemQuotes); Question = AddKey(XNA.Keys.OemQuestion); Pipe = AddKey(XNA.Keys.OemPipe); Tilde = AddKey(XNA.Keys.OemTilde); Equal = AddKey(XNA.Keys.OemPlus); Dash = AddKey(XNA.Keys.OemMinus); Space = AddKey(XNA.Keys.Space); Return = AddKey(XNA.Keys.Enter); BackSpace = AddKey(XNA.Keys.Back); Tab = AddKey(XNA.Keys.Tab); PageUp = AddKey(XNA.Keys.PageUp); PageDown = AddKey(XNA.Keys.PageDown); End = AddKey(XNA.Keys.End); Home = AddKey(XNA.Keys.Home); Insert = AddKey(XNA.Keys.Insert); Delete = AddKey(XNA.Keys.Delete); KeypadPlus = AddKey(XNA.Keys.OemPlus); KeypadMinus = AddKey(XNA.Keys.OemMinus); KeypadMultiply = AddKey(XNA.Keys.Multiply); KeypadDivide = AddKey(XNA.Keys.Divide); Left = AddKey(XNA.Keys.Left); Right = AddKey(XNA.Keys.Right); Up = AddKey(XNA.Keys.Up); Down = AddKey(XNA.Keys.Down); Keypad0 = AddKey(XNA.Keys.NumPad0); Keypad1 = AddKey(XNA.Keys.NumPad1); Keypad2 = AddKey(XNA.Keys.NumPad2); Keypad3 = AddKey(XNA.Keys.NumPad3); Keypad4 = AddKey(XNA.Keys.NumPad4); Keypad5 = AddKey(XNA.Keys.NumPad5); Keypad6 = AddKey(XNA.Keys.NumPad6); Keypad7 = AddKey(XNA.Keys.NumPad7); Keypad8 = AddKey(XNA.Keys.NumPad8); Keypad9 = AddKey(XNA.Keys.NumPad9); F1 = AddKey(XNA.Keys.F1); F2 = AddKey(XNA.Keys.F2); F3 = AddKey(XNA.Keys.F3); F4 = AddKey(XNA.Keys.F4); F5 = AddKey(XNA.Keys.F5); F6 = AddKey(XNA.Keys.F6); F7 = AddKey(XNA.Keys.F7); F8 = AddKey(XNA.Keys.F8); F9 = AddKey(XNA.Keys.F9); F10 = AddKey(XNA.Keys.F10); F11 = AddKey(XNA.Keys.F11); F12 = AddKey(XNA.Keys.F12); F13 = AddKey(XNA.Keys.F13); F14 = AddKey(XNA.Keys.F14); F15 = AddKey(XNA.Keys.F15); Pause = AddKey(XNA.Keys.Pause); Escape = AddKey(XNA.Keys.Escape); _any = new AnyButton(allKeys.ToArray()); // copy so we don't loop Any back in Last = None = new Button(); allKeys.Add(Any); Control = new AnyButton(LControl, RControl); Shift = new AnyButton(LShift, RShift); Alt = new AnyButton(RAlt, LAlt); }