public bool ChangeSwitchStands(int switchNumber) { switch (switchNumber) { case 1: Switch1.ChangeSwitchState(); return(true); case 2: Switch2.ChangeSwitchState(); return(true); case 3: Switch3.ChangeSwitchState(); return(true); case 4: Switch4.ChangeSwitchState(); return(true); case 5: Switch5.ChangeSwitchState(); return(true); } return(false); }
// Start is called before the first frame update void Start() { Switch1image = Switch1.GetComponent <SpriteRenderer>(); Switch2image = Switch2.GetComponent <SpriteRenderer>(); Switch3image = Switch3.GetComponent <SpriteRenderer>(); Switch4image = Switch4.GetComponent <SpriteRenderer>(); Switch5image = Switch5.GetComponent <SpriteRenderer>(); Switch6image = Switch6.GetComponent <SpriteRenderer>(); Switch7image = Switch7.GetComponent <SpriteRenderer>(); Switch8image = Switch8.GetComponent <SpriteRenderer>(); Switch1OnOff = Switch1.GetComponent <LeverActivate>(); Switch2OnOff = Switch2.GetComponent <LeverActivate>(); Switch3OnOff = Switch3.GetComponent <LeverActivate>(); Switch4OnOff = Switch4.GetComponent <LeverActivate>(); Switch5OnOff = Switch5.GetComponent <LeverActivate>(); Switch6OnOff = Switch6.GetComponent <LeverActivate>(); Switch7OnOff = Switch7.GetComponent <LeverActivate>(); Switch8OnOff = Switch8.GetComponent <LeverActivate>(); Switch1active = false; Switch2active = false; Switch3active = false; Switch4active = false; Switch5active = false; Switch6active = false; Switch7active = false; Switch8active = false; states = 0; }
// Start is called before the first frame update void Start() { //initiallize anything not dopped in from Unity Switch1move = Switch1.GetComponent <Transform>(); Switch2move = Switch2.GetComponent <Transform>(); Switch3move = Switch3.GetComponent <Transform>(); Switch4move = Switch4.GetComponent <Transform>(); Switch1image = Switch1.GetComponent <SpriteRenderer>(); Switch2image = Switch2.GetComponent <SpriteRenderer>(); Switch3image = Switch3.GetComponent <SpriteRenderer>(); Switch4image = Switch4.GetComponent <SpriteRenderer>(); Switch1OnOff = Switch1.GetComponent <LeverActivate>(); Switch2OnOff = Switch2.GetComponent <LeverActivate>(); Switch3OnOff = Switch3.GetComponent <LeverActivate>(); Switch4OnOff = Switch4.GetComponent <LeverActivate>(); Switch1active = false; Switch2active = false; Switch3active = false; Switch4active = false; states = 0; }
// Start is called before the first frame update void Start() { Switch1image = Switch1.GetComponent <SpriteRenderer>(); Switch2image = Switch2.GetComponent <SpriteRenderer>(); Switch3image = Switch3.GetComponent <SpriteRenderer>(); Switch1OnOff = Switch1.GetComponent <LeverActivate>(); Switch2OnOff = Switch2.GetComponent <LeverActivate>(); Switch3OnOff = Switch3.GetComponent <LeverActivate>(); Switch1active = false; Switch2active = false; Switch3active = false; states = 0; }
/* Initialize GPIO, SPI, and the display */ private async void InitAll() { try { await MCP23S17.InitSPI(); MCP23S17.InitMCP23S17(); MCP23S17.setPinMode(0x00FF); // 0x0000 = all outputs, 0xffff=all inputs, 0x00FF is PIFace Default MCP23S17.pullupMode(0x00FF); // 0x0000 = no pullups, 0xffff=all pullups, 0x00FF is PIFace Default MCP23S17.WriteWord(0x0000); // 0x0000 = no pullups, 0xffff=all pullups, 0x00FF is PIFace Default Switch0.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch0_PointerPressed), true); Switch0.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch0_PointerReleased), true); Switch1.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch1_PointerPressed), true); Switch1.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch1_PointerReleased), true); Switch2.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch2_PointerPressed), true); Switch2.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch2_PointerReleased), true); Switch3.AddHandler(PointerPressedEvent, new PointerEventHandler(Switch3_PointerPressed), true); Switch3.AddHandler(PointerReleasedEvent, new PointerEventHandler(Switch3_PointerReleased), true); initTimer(); } catch (Exception ex) { //Text_Status.Text = "Exception: " + ex.Message; //if (ex.InnerException != null) //{ // Text_Status.Text += "\nInner Exception: " + ex.InnerException.Message; //} //return; } }
public Map() { Switches = new AbstractSwitch[5]; spawnPoints = new SpawnPoint[3]; Movables = new List <Movable>(); ShipRoute = new Track[8]; r = new Random(); Row1 = new Track[23]; Row2 = new Track[23]; Row3 = new Track[10]; Row4 = new Track[9]; Row5 = new Track[23]; SpawnPoint SP1 = new SpawnPoint(); SpawnPoint SP2 = new SpawnPoint(); SpawnPoint SP3 = new SpawnPoint(); spawnPoints[0] = SP1; spawnPoints[1] = SP2; spawnPoints[2] = SP3; DefaultTrack DT1 = new DefaultTrack(); SP1.Next = DT1; DefaultTrack DT2 = new DefaultTrack(); SP2.Next = DT2; DefaultTrack DT3 = new DefaultTrack(); SP3.Next = DT3; DefaultTrack DT4 = new DefaultTrack(); DT1.Next = DT4; DefaultTrack DT5 = new DefaultTrack(); DT2.Next = DT5; DefaultTrack DT6 = new DefaultTrack(); DT3.Next = DT6; DefaultTrack DT7 = new DefaultTrack(); DT4.Next = DT7; DefaultTrack DT8 = new DefaultTrack(); DT5.Next = DT8; DefaultTrack DT9 = new DefaultTrack(); DT6.Next = DT9; Switch2 S1 = new Switch2(DT7, DT8); S1.Previous = DT8; DT8.Next = S1; DefaultTrack DT10 = new DefaultTrack(); S1.Next = DT10; DefaultTrack DT11 = new DefaultTrack(); DefaultTrack DT12 = new DefaultTrack(); Switch S2 = new Switch(DT11, DT12); DT10.Next = S2; S2.Next = DT11; DefaultTrack DT13 = new DefaultTrack(); DT11.Next = DT13; DefaultTrack DT14 = new DefaultTrack(); DT12.Next = DT14; DefaultTrack DT15 = new DefaultTrack(); DT13.Next = DT15; DefaultTrack DT16 = new DefaultTrack(); DT15.Next = DT16; DefaultTrack DT17 = new DefaultTrack(); DT16.Next = DT17; DefaultTrack DT32 = new DefaultTrack(); DT9.Next = DT32; DefaultTrack DT33 = new DefaultTrack(); DT32.Next = DT33; DefaultTrack DT34 = new DefaultTrack(); DT33.Next = DT34; Switch2 S3 = new Switch2(DT14, DT34); DT14.Next = S3; S3.Previous = DT14; DefaultTrack DT20 = new DefaultTrack(); S3.Next = DT20; DefaultTrack DT18 = new DefaultTrack(); DefaultTrack DT19 = new DefaultTrack(); DT18.Next = DT19; DefaultTrack DT35 = new DefaultTrack(); Switch S4 = new Switch(DT18, DT35); S4.Next = DT35; DT20.Next = S4; DefaultTrack DT36 = new DefaultTrack(); DT35.Next = DT36; DefaultTrack DT37 = new DefaultTrack(); DT36.Next = DT37; DefaultTrack DT38 = new DefaultTrack(); DT37.Next = DT38; DefaultTrack DT39 = new DefaultTrack(); DT38.Next = DT39; DefaultTrack DT40 = new DefaultTrack(); DT39.Next = DT40; DefaultTrack DT41 = new DefaultTrack(); DT40.Next = DT41; Shunt SH1 = new Shunt(); DT41.Next = SH1; Shunt SH2 = new Shunt(); SH1.Next = SH2; Shunt SH3 = new Shunt(); SH2.Next = SH3; Shunt SH4 = new Shunt(); SH3.Next = SH4; Shunt SH5 = new Shunt(); SH4.Next = SH5; Shunt SH6 = new Shunt(); SH5.Next = SH6; Shunt SH7 = new Shunt(); SH6.Next = SH7; Shunt SH8 = new Shunt(); SH7.Next = SH8; Switch2 S5 = new Switch2(DT17, DT19); S5.Previous = DT17; DT17.Next = S5; DefaultTrack DT21 = new DefaultTrack(); S5.Next = DT21; DefaultTrack DT22 = new DefaultTrack(); DT21.Next = DT22; DefaultTrack DT23 = new DefaultTrack(); DT22.Next = DT23; DefaultTrack DT24 = new DefaultTrack(); DT23.Next = DT24; DefaultTrack DT25 = new DefaultTrack(); DT24.Next = DT25; DefaultTrack DT26 = new DefaultTrack(); DT25.Next = DT26; Harbour H1 = new Harbour(); DT26.Next = H1; DefaultTrack DT27 = new DefaultTrack(); H1.Next = DT27; DefaultTrack DT28 = new DefaultTrack(); DT27.Next = DT28; DefaultTrack DT29 = new DefaultTrack(); DT28.Next = DT29; DefaultTrack DT30 = new DefaultTrack(); DT29.Next = DT30; DefaultTrack DT31 = new DefaultTrack(); DT30.Next = DT31; EndField EI = new EndField(); DT31.Next = EI; //make water tiles and add to list Water W1 = new Water(); Water W2 = new Water(); WaterHarbour W3 = new WaterHarbour(); H1.WaterHarbour = W2; Water W4 = new Water(); Water W5 = new Water(); Water W6 = new Water(); Water W7 = new Water(); WaterEnd W8 = new WaterEnd(); ShipRoute[0] = W1; ShipRoute[1] = W2; ShipRoute[2] = W3; ShipRoute[3] = W4; ShipRoute[4] = W5; ShipRoute[5] = W6; ShipRoute[6] = W7; ShipRoute[7] = W8; W1.Next = W2; W2.Next = W3; W3.Next = W4; W4.Next = W5; W5.Next = W6; W6.Next = W7; W7.Next = W8; //fill switches list Switches[0] = S1; Switches[1] = S2; Switches[2] = S3; Switches[3] = S4; Switches[4] = S5; //fill rows Row1[0] = SP1; Row1[1] = DT1; Row1[2] = DT4; Row1[3] = DT7; Row1[4] = new EmptySpace(); Row1[5] = DT11; Row1[6] = DT13; Row1[7] = DT15; Row1[8] = DT16; Row1[9] = DT17; Row1[10] = new EmptySpace(); Row1[11] = new EmptySpace(); Row1[12] = new EmptySpace(); Row1[13] = new EmptySpace(); Row1[14] = new EmptySpace(); Row1[15] = W1; Row1[16] = W2; Row1[17] = W3; Row1[18] = W4; Row1[19] = W5; Row1[20] = W6; Row1[21] = W7; Row1[22] = W8; Row2[0] = new EmptySpace(); Row2[1] = new EmptySpace(); Row2[2] = new EmptySpace(); Row2[3] = S1; Row2[4] = DT10; Row2[5] = S2; Row2[6] = new EmptySpace(); Row2[7] = new EmptySpace(); Row2[8] = new EmptySpace(); Row2[9] = S5; Row2[10] = DT21; Row2[11] = DT22; Row2[12] = DT23; Row2[13] = DT24; Row2[14] = DT25; Row2[15] = DT26; Row2[16] = H1; Row2[17] = DT27; Row2[18] = DT28; Row2[19] = DT29; Row2[20] = DT30; Row2[21] = DT31; Row2[22] = EI; Row3[0] = SP2; Row3[1] = DT2; Row3[2] = DT5; Row3[3] = DT8; Row3[4] = new EmptySpace(); Row3[5] = DT12; Row3[6] = DT14; Row3[7] = new EmptySpace(); Row3[8] = DT18; Row3[9] = DT19; Row4[0] = new EmptySpace(); Row4[1] = new EmptySpace(); Row4[2] = new EmptySpace(); Row4[3] = new EmptySpace(); Row4[4] = new EmptySpace(); Row4[5] = new EmptySpace(); Row4[6] = S3; Row4[7] = DT20; Row4[8] = S4; Row5[0] = SP3; Row5[1] = DT3; Row5[2] = DT6; Row5[3] = DT9; Row5[4] = DT32; Row5[5] = DT33; Row5[6] = DT34; Row5[7] = new EmptySpace(); Row5[8] = DT35; Row5[9] = DT36; Row5[10] = DT37; Row5[11] = DT38; Row5[12] = DT39; Row5[13] = DT40; Row5[14] = DT41; Row5[15] = SH1; Row5[16] = SH2; Row5[17] = SH3; Row5[18] = SH4; Row5[19] = SH5; Row5[20] = SH6; Row5[21] = SH7; Row5[22] = SH8; }
// Update is called once per frame void Update() { if (!isDisabled) { if (Out1.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (!FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door1.DoorSwitch(); } } if (Out2.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door2.DoorSwitch(); } } if ((Switch1.GetComponent <Object_Button_Trigger>().activated == true || Switch2.GetComponent <Object_Button_Trigger>().activated == true) && !Ignoreinputs && Timer <= 0) { //SwitchFloor(Floor1.transform, Floor2.transform); CloseDoors(); Door1.isDisabled = true; Door2.isDisabled = true; Timer = MovingTime; insideElev = true; Ignoreinputs = true; soundPlayed = false; } } Timer -= Time.deltaTime; if (Timer <= (MovingTime - 2) && !soundPlayed) { GameController.instance.GlobalSFX.PlayOneShot(elev); soundPlayed = true; } if (Timer <= 3 && Ignoreinputs) { Door1.isDisabled = false; Door2.isDisabled = false; FloorUp = !FloorUp; State = !State; GameController.instance.SetObjectState(State, id); if (insideElev) { if (FloorUp) { StartCoroutine(SwitchFloor(Floor2, Floor1)); } else { StartCoroutine(SwitchFloor(Floor1, Floor2)); } } if (FloorUp) { Door1.DoorSwitch(); GameController.instance.holdRoom = false; } else { Door2.DoorSwitch(); GameController.instance.holdRoom = true; } GameController.instance.GlobalSFX.PlayOneShot(ding); Ignoreinputs = false; } }