Пример #1
0
 void Update()
 {
     for (int i = 0; i < PlayerNum; i++)
     {
         InputPad.InputDownData(ref input[i], i + 1);
         if (i == 0)
         {
             if (!setComplete)
             {
                 SetPlayer1();
             }
             continue;
         }
         else
         {
             if (psw[i].activFlg)
             {
                 continue;
             }
             if (input[i].menu)
             {
                 psw[i].state     = PlayerSelectWindow.STATUS.INIT;
                 psw[i].activFlg  = true;
                 cursorHoldObj[i] = Instantiate(cursorObj[i]);
                 cursorHoldObj[i].transform.parent = windowManagerObj.transform;
                 cursorManger[i]     = cursorHoldObj[i].GetComponent <CursorManager>();
                 cursorManger[i].obj = psw[i].gameObject;
                 if (selectIcon.s_selectNo[i] == 2)
                 {
                     npcButton[i - 1].state = NPCButton.STATUS.NOTURN;
                 }
             }
         }
     }
 }
Пример #2
0
 public void Awake()
 {
     _doCtrl         = new controller.DoController();
     _modelBoard     = new model.SquareBoard();
     _viewBoard      = CreateSquareBoard();
     _inputPad       = CreateInputPad();
     _situationBoard = CreateSituationBoard();
 }
Пример #3
0
 void Start()
 {
     trans.localPosition = transform.parent.transform.position;
     window = obj.GetComponent <PlayerSelectWindow>();
     trans.localPosition = DEFALTPOS[PlayerNum - 1];
     input = new InputData();
     InputPad.InputData(ref input, PlayerNum);
 }
Пример #4
0
 public void Remove(InputPad pad)
 {
     if (_inputPadList.Count > 0)
     {
         _inputPadList.Remove(pad);
         if (_inputPadList.Count > 0)
         {
             _inputPadList[_inputPadList.Count - 1].IsEnable = true;
         }
     }
 }
Пример #5
0
    public InputPad CreateInputPad()
    {
        InputPad pad = new InputPad();

        if (_inputPadList.Count > 0)
        {
            var prev = _inputPadList[_inputPadList.Count - 1];
            prev.IsEnable = false;
        }
        _inputPadList.Add(pad);
        return(pad);
    }
Пример #6
0
 void Update()
 {
     for (int i = 0; i < PlayerNum; i++)
     {
         InputPad.InputDownData(ref input[i], i + 1);
         if (input[i].menu)
         {
             SoundManager.obj.PlaySE(1);
             act();
         }
     }
 }
Пример #7
0
    void Update()
    {
        trans.position += (Vector3)input.axis * speed;

        AccelCheck();
        BreakeCheck();
        Control();
        DestroyIcon();
        InputPad.InputDownData(ref input, PlayerNum);
        input.axis = InputPad.Axis(PlayerNum);
        window.ID  = icon.selectNo;
        PostionLimit();
    }
Пример #8
0
 void Start()
 {
     PlayerNum = 4;
     SetAllArray();
     NPCNum();
     for (int i = 0; i < PlayerNum; i++)
     {
         input[i] = new InputData();
         InputPad.InputData(ref input[i], i + 1);
         windowObj[i] = transform.GetChild(i).gameObject;
         psw[i]       = windowObj[i].GetComponent <PlayerSelectWindow>();
     }
 }
Пример #9
0
 public static void InputDownData(ref InputData outData, int aNum = 1)
 {
     if (outData == null)
     {
         outData = new InputData();
     }
     outData.axis  = Vector2.zero;
     outData.accel = InputPad.AccelDown(aNum);
     outData.brake = InputPad.BrakeDown(aNum);
     outData.glide = InputPad.GlideDown(aNum);
     outData.drift = InputPad.DriftDown(aNum);
     outData.menu  = InputPad.MenuDown(aNum);
 }
Пример #10
0
 // プレイヤー指定 ---------------------------------------------------------
 public static void InputData(ref InputData outData, int aNum = 1)
 {
     if (outData == null)
     {
         outData = new InputData();
     }
     outData.axis  = InputPad.Axis(aNum);
     outData.accel = InputPad.Accel(aNum);
     outData.brake = InputPad.Brake(aNum);
     outData.glide = InputPad.Glide(aNum);
     outData.drift = InputPad.Drift(aNum);
     outData.menu  = InputPad.Menu(aNum);
 }
Пример #11
0
 public static void InputAllDownData(ref InputData outData)
 {
     if (outData == null)
     {
         outData = new InputData();
     }
     outData.axis  = Vector2.zero;
     outData.accel = InputPad.AllAccelDown();
     outData.brake = InputPad.AllBrakeDown();
     outData.glide = InputPad.AllGlideDown();
     outData.drift = InputPad.AllDriftDown();
     outData.menu  = InputPad.AllMenuDown();
 }
Пример #12
0
 //データを入力する=============================================================================
 // 全て -------------------------------------------------------------------
 public static void InputAllData(ref InputData outData)
 {
     if (outData == null)
     {
         outData = new InputData();
     }
     outData.axis  = InputPad.AllAxis();
     outData.accel = InputPad.AllAccel();
     outData.brake = InputPad.AllBrake();
     outData.glide = InputPad.AllGlide();
     outData.drift = InputPad.AllDrift();
     outData.menu  = InputPad.AllMenu();
 }
Пример #13
0
 void Start()
 {
     if (Application.loadedLevel == SceneName.Title.ToInt())
     {
         act = transform.root.GetComponent <SceneLoadManager>().NextScene;
     }
     PlayerNum = 4;
     SoundManager.obj.PlayBGM(3, true);
     for (int i = 0; i < PlayerNum; i++)
     {
         input[i] = new InputData();
         InputPad.InputData(ref input[i], i + 1);
     }
 }
Пример #14
0
    /**
     *	通常のプレイ用インスタンスを作成
     */
    public static Tetris CreateGamePlay()
    {
        Tetris    tetris;
        Tetrimino tetrimino = new Tetrimino();

        int min_index = 0;
        int max_index = tetrimino.getTypeMax();

        Generator generator = new Generator(min_index, max_index);
        InputBase input     = new InputPad();

        //落下ブロックは内部で固定でも良いのでは?
        //生成クラスでの範囲指定に、落下ブロックの情報が必要だから中で生成すると厳しい
        //ひとまずは外に出しておく
        //ファクトリで作成するので外部からは呼ぶだけだし
        tetris = new Tetris(BOARD_SIZE_W, BOARD_SIZE_H, tetrimino, generator, input);
        return(tetris);
    }
    //入力受け取り=============================================================
    private void InputFixdUpdate()
    {
        //特殊処理
        if (m_fnInputSpecialFunc != null)
        {
            m_fnInputSpecialFunc(ref m_Input, ref m_InputDown);
            return;
        }

        if (m_fInputLock)
        {
            return;
        }

    #if PC_DEBUG
        InputPad.InputAllData(ref m_Input);
        InputPad.InputAllDownData(ref m_InputDown);
    #else
        InputPad.InputData(ref m_Input, m_plyNo);
        InputPad.InputDownData(ref m_InputDown, m_plyNo);
    #endif
    }
 void Start()
 {
     if (Application.loadedLevel == SceneName.Title.ToInt())
     {
         act = transform.root.GetComponent <SceneLoadManager>().NextScene;
     }
     SoundManager.obj.PlayBGM(2, true);
     decIcons = 0;
     length   = transform.childCount;
     childObj = new GameObject[length];
     for (int i = 0; i < length; i++)
     {
         childObj[i] = transform.GetChild(i).gameObject;
         if (childObj[i] == null)
         {
             continue;
         }
         if (iconCount == null)
         {
             iconCount = childObj[i].GetComponent <IconCount>();
         }
         if (childObj[i].tag != decTexture)
         {
             continue;
         }
         decImage            = childObj[i].GetComponent <Image>();
         decTrans            = decImage.rectTransform;
         decTrans.localScale = Vector2.zero;
     }
     playMax   = 0;
     PlayerNum = 4;
     input     = new InputData[PlayerNum];
     for (int i = 0; i < PlayerNum; i++)
     {
         input[i] = new InputData();
         InputPad.InputData(ref input[i], i + 1);
     }
 }
 void Update()
 {
     Debug.Log(input[0].menu);
     playMax  = iconCount.length;
     decIcons = iconCount.setNum;
     if (decIcons != playMax)
     {
         decTrans.localScale = Vector2.zero;
     }
     else if (decIcons == playMax)
     {
         decTrans.localScale = Vector2.one;
         for (int i = 0; i < PlayerNum; i++)
         {
             InputPad.InputDownData(ref input[i], i + 1);
             if (input[i].menu)
             {
                 SoundManager.obj.PlaySE(1);
                 act();
             }
         }
     }
 }
Пример #18
0
 protected override void Awake()
 {
     base.Awake();
     gameObject.name = "InputManager";
     defaultPad      = CreateInputPad();
 }
Пример #19
0
 public void Reset()
 {
     inputpad = GetComponentInParent <InputPad>();
 }
Пример #20
0
 // Start is called before the first frame update
 void Start()
 {
     inputManager = InputManager.Instance();
     inputPad     = inputManager.CreateInputPad();
     CustomEventSystem.Instance().Enter(buttons[0].gameObject);
 }