// Use this for initialization void Awake() { buttonKey = EasyWiFiController.registerControl(EasyWiFiConstants.CONTROLLERTYPE_BUTTON, controlName); button = (ButtonControllerType)EasyWiFiController.controllerDataDictionary[buttonKey]; currentImage = gameObject.GetComponent <Image>(); buttonRegularSprite = currentImage.sprite; }
// Use this for initialization void Awake() { buttonKey = EasyWiFiController.registerControl(EasyWiFiConstants.CONTROLLERTYPE_BUTTON, controlName); button = (ButtonControllerType)EasyWiFiController.controllerDataDictionary[buttonKey]; GetComponent <Button>().onClick.AddListener(OnButtonPressed); }
protected override void Awake() { base.Awake(); if (Application.isPlaying) { buttonKey = EasyWiFiController.registerControl(EasyWiFiConstants.CONTROLLERTYPE_BUTTON, controlName); button = (ButtonControllerType)EasyWiFiController.controllerDataDictionary[buttonKey]; } }
public void startGame(ButtonControllerType button) { if (button.BUTTON_STATE_IS_PRESSED) { if (isLocked) { //we can only vote to start the game if we've already chosen cc.startGameScene(); } } }
public void setRed(ButtonControllerType redButton) { if (redButton.BUTTON_STATE_IS_PRESSED) { isRed = true; } else { isRed = false; } }
public void setBlue(ButtonControllerType blueButton) { if (blueButton.BUTTON_STATE_IS_PRESSED) { isBlue = true; } else { isBlue = false; } }
public void setGreen(ButtonControllerType greenButton) { if (greenButton.BUTTON_STATE_IS_PRESSED) { isGreen = true; } else { isGreen = false; } }
void Awake() { buttonKey = EasyWiFiController.registerControl(EasyWiFiConstants.CONTROLLERTYPE_BUTTON, controlName); button = (ButtonControllerType)EasyWiFiController.controllerDataDictionary[buttonKey]; currentImage = gameObject.GetComponent <Image>(); buttonRegularSprite = currentImage.sprite; lowPassFilterFactor = accelerometerUpdateInterval / lowPassKernelWidthInSeconds; shakeDetectionThreshold *= shakeDetectionThreshold; lowPassValue = Input.acceleration; }
void changeColor(ButtonControllerType button) { isPressed = button.BUTTON_STATE_IS_PRESSED; if (isPressed) { myMaterial.color = Color.green; } else { myMaterial.color = originalColor; } }
public void unAssignPlayer(ButtonControllerType button) { if (button.BUTTON_STATE_IS_PRESSED) { if (isLocked) { cc.unAssignPlayerIndex(currentLogicalPlayer, lockedArea); isLocked = false; sprite.color = Color.white; lockedPosition = Vector3.zero; lockedArea = -1; } } }
public void brakePedal(ButtonControllerType brakeButton) { if (brakeButton.BUTTON_STATE_IS_PRESSED) { if (myRigidbody.velocity.magnitude > 1f) { myRigidbody.AddForce(myRigidbody.velocity * -myRigidbody.velocity.magnitude); } else { myRigidbody.AddForce(myRigidbody.velocity * -myRigidbody.velocity.magnitude * 10f); } } }
//human example scene methods (gaspedal, brakepedal, and steerball) public void gasPedal(ButtonControllerType gasButton) { if (gasButton.BUTTON_STATE_IS_PRESSED) { if (myRigidbody.velocity.magnitude > 1f) { myRigidbody.AddForce(myRigidbody.velocity * sensitivity * .5f); } else { myRigidbody.AddForce((this.transform.position - Camera.main.transform.position) * sensitivity * 5f); } } }
void changeColor(ButtonControllerType button) { isPressed = button.BUTTON_STATE_IS_PRESSED; if (isPressed) { if ((GyroServer.isStartAverage == false) && (GyroServer.isEndAverage == false)) { GyroServer.GetComponent <MatchOrientationGyroServerController>().StartCalculatePosition(); } } else { myMaterial.color = originalColor; } }
public void assignPlayer(ButtonControllerType button) { if (button.BUTTON_STATE_IS_PRESSED) { if (!isLocked) { bool result = false; //check to see if the position is in one of the player areas if (myRT.position.x >= (p1Center.x - 100) && myRT.position.x <= (p1Center.x + 100) && myRT.position.y >= (p1Center.y - 100) && myRT.position.y <= (p1Center.y + 100)) { //in player 1 area lockedArea = 0; result = cc.assignPlayerIndex(currentLogicalPlayer, lockedArea); } else if (myRT.position.x >= (p2Center.x - 100) && myRT.position.x <= (p2Center.x + 100) && myRT.position.y >= (p2Center.y - 100) && myRT.position.y <= (p2Center.y + 100)) { //in player 2 area lockedArea = 1; result = cc.assignPlayerIndex(currentLogicalPlayer, lockedArea); } else if (myRT.position.x >= (p3Center.x - 100) && myRT.position.x <= (p3Center.x + 100) && myRT.position.y >= (p3Center.y - 100) && myRT.position.y <= (p3Center.y + 100)) { //in player 3 area lockedArea = 2; result = cc.assignPlayerIndex(currentLogicalPlayer, lockedArea); } else if (myRT.position.x >= (p4Center.x - 100) && myRT.position.x <= (p4Center.x + 100) && myRT.position.y >= (p4Center.y - 100) && myRT.position.y <= (p4Center.y + 100)) { //in player 4 area lockedArea = 3; result = cc.assignPlayerIndex(currentLogicalPlayer, lockedArea); } //check to see if we've successfully locked if (result == true) { isLocked = true; sprite.color = Color.gray; lockedPosition = this.transform.position; } else { //unsuccessful lock (means occupied by another already so reset locked area lockedArea = -1; } } } }