Пример #1
0
    void Update()
    {
        bool isLeft = Input.GetKey(KeyCode.Mouse0);
        bool rKey   = Input.GetKeyDown(KeyCode.R);
        bool gKey   = Input.GetKeyDown(KeyCode.G);

        bool isB        = WiiMote.wiimote_getButtonB(Configuration.pointerWiiMote);
        bool isA        = WiiMote.wiimote_getButtonA(Configuration.pointerWiiMote);
        bool isBtnLeft  = WiiMote.wiimote_getButtonLeft(Configuration.pointerWiiMote);
        bool isBtnRight = WiiMote.wiimote_getButtonRight(Configuration.pointerWiiMote);

        oldPos = this.transform.position;
        Vector3 newPos = originalPos + receivedPos;

        if (newPos.x > 13 || newPos.x < -11f)
        {
            newPos.x = oldPos.x;
        }

        newPos.y += 1;

        if (newPos.y < 0.5f)
        {
            newPos.y += 0.5f - newPos.y;
        }

        if (newPos.z > 82 || newPos.z < 42)
        {
            newPos.z = oldPos.z;
        }

        this.transform.position = newPos;

        if (imageEffectActive)
        {
            checkCameraDistort();
        }

        if (isLeft || isB)
        {
            weapon.shoot();
        }

        if (rKey || isA)
        {
            reloadWeapon();
        }

        if (gKey || isBtnLeft || isBtnRight)
        {
            cambioArma();
        }
    }
Пример #2
0
    void Start()
    {
        if (PlayerPrefs.GetInt("MouseAiming") == 0)
        {
            use_mouse = false;
        }

        else if (PlayerPrefs.GetInt("MouseAiming") == 1)
        {
            use_mouse = true;
        }
        wiimote = GameObject.Find("WiimoteHandler").GetComponent <WiiMote>();
    }
Пример #3
0
 /// <summary>
 /// Jedes Grafik-Frame updaten. Bitte den Unterschied zwischen Update und FixedUpdate ansehen:
 /// http://answers.unity3d.com/questions/10993/whats-the-difference-between-update-and-fixedupdat.html
 ///
 /// Bedeutet: Die ToggleUp/Down-Status sind beim Drücken/Loslassen jeweils ein ganzes Frame vorhanden.
 /// Deswegen sollten alle Interaktionen mit der Wii, die auf Toggle-States basieren, in MonoBehaviour.Update()
 /// geschehen.
 /// </summary>
 void Update()
 {
     try
     {
         if (this.useWii)
         {
             WiiMote.update();
         }
     }
     catch (System.Exception e)
     {
         Logger.LogException(e);
     }
 }
Пример #4
0
 void Start()
 {
     try
     {
         if (Config.Instance.UseWii)
         {
             Logger.Log("Verbinde zu WiiMote: " + Config.Instance.WiiAddress);
             WiiMote = new WiiMote(Config.Instance.WiiAddress);
         }
     }
     catch (System.Exception e)
     {
         Logger.LogException(e);
     }
 }
Пример #5
0
 void Start()
 {
     try
           {
         if ( Config.Instance.UseWii )
         {
             Logger.Log ( "Verbinde zu WiiMote: " + Config.Instance.WiiAddress );
             WiiMote = new WiiMote ( Config.Instance.WiiAddress );
         }
     }
     catch ( System.Exception e )
     {
         Logger.LogException ( e );
     }
 }
Пример #6
0
 void Start()
 {
     try
     {
         if (this.useWii)
         {
             string adress = "Wiimote1@" + wiiServerAdress + ":" + wiiServerPort;
             Logger.Log("Verbinde zu WiiMote: " + adress);
             WiiMote = new WiiMote(adress);
         }
     }
     catch (System.Exception e)
     {
         Logger.LogException(e);
     }
 }
Пример #7
0
 void Start()
 {
     WiiMote.wiimote_start();
     midY = transform.position.y;
     X    = WiiMote.wiimote_getIrX(0) * 10;
     Y    = WiiMote.wiimote_getIrY(0) * 10;
     Z    = 100f;
     if (X == -1000)
     {
         oldVec = transform.position;
     }
     else
     {
         oldVec = new Vector3(-X, -Y + 1.8f, Z);
     }
 }
Пример #8
0
    void OnGUI()
    {
        int c = WiiMote.wiimote_count();

        for (int i = 0; i <= c - 1; i++)
        {
            float ir_x = WiiMote.wiimote_getIrX(Configuration.pointerWiiMote);
            float ir_y = WiiMote.wiimote_getIrY(Configuration.pointerWiiMote);
            if ((ir_x != -100) && (ir_y != -100))
            {
                float temp_x = ((ir_x + (float)1.0) / (float)2.0) * (float)Screen.width;
                float temp_y = (float)Screen.height - (((ir_y + (float)1.0) / (float)2.0) * (float)Screen.height);
                temp_x = Mathf.RoundToInt(temp_x);
                temp_y = Mathf.RoundToInt(temp_y);
                GUI.DrawTexture(new Rect(temp_x, temp_y, 64, 64), mira, ScaleMode.ScaleToFit, true, 1.0F);
            }
        }
    }
Пример #9
0
    public static Vector3 getWiimoteCrosshair()
    {
        float ir_x = WiiMote.wiimote_getIrX(Configuration.pointerWiiMote);
        float ir_y = WiiMote.wiimote_getIrY(Configuration.pointerWiiMote);

        ir_x = (Screen.width / 2) + ir_x * (float)Screen.width / (float)2.0;
        ir_y = Screen.height - (ir_y * (float)Screen.height / (float)2.0);

        if (ir_x > 0 && ir_y > 0)
        {
            oldPos = Camera.main.camera.ScreenToWorldPoint(new Vector3(ir_x + 37f, Screen.height * 1.5f - ir_y - 37f, 20));
            return(Camera.main.camera.ScreenToWorldPoint(new Vector3(ir_x + 37f, Screen.height * 1.5f - ir_y - 37f, 20)));
        }
        else
        {
            return(oldPos);
        }
    }
Пример #10
0
    void MoveCamera()
    {
        X = WiiMote.wiimote_getIrX(Configuration.cameraWiiMote) * 10;
        Y = WiiMote.wiimote_getIrY(Configuration.cameraWiiMote) * 2;
        Z = 60f;

        /* NO BORRAR
         * if (X==-1000 && Y==-200) {
         *      transform.position = oldVec;
         * }
         * else if(X>-9.5f && X<9.5f && Y<0f) {
         *      oldVec = new Vector3(-X, -Y+1.8f ,Z);
         * }
         */
        bool spaceBar = Input.GetKey(KeyCode.Space);

        if (spaceBar = true)
        {
            transform.position = new Vector3(0, 0, 0);
        }

        if (X > -10f && X < 10f && Y < 2.5f)
        {
            if (menu == true)
            {
                vec = new Vector3(-X, -Y, 0f);
                gameObject.transform.LookAt(vec);
            }
            else
            {
                oldVec             = new Vector3(-X, -Y + 1.8f, 60f);
                transform.position = oldVec;
                gameObject.transform.LookAt(center);
            }
        }
        else if (X == -1000 && Y == -200)
        {
            transform.position = oldVec;
        }
    }
Пример #11
0
    // Update is called once per frame
    void Update()
    {
        bool isEsc   = Input.GetKeyDown(KeyCode.Escape);
        bool isHome  = WiiMote.wiimote_getButtonHome(Configuration.pointerWiiMote);
        bool isMinus = WiiMote.wiimote_getButtonMinus(Configuration.pointerWiiMote);

        if (menuOpen)
        {
            selectOption();
        }

        if (isEsc)
        {
            pauseGame();
        }

        if (isMinus && !pauseCheck || isHome && !pauseCheck)
        {
            pauseCheck = true;
            pauseGame();
        }
    }
Пример #12
0
 void Start()
 {
     if (menu == true)
     {
     }
     else
     {
         WiiMote.wiimote_start();
         print(Configuration.cameraWiiMote);
         X = WiiMote.wiimote_getIrX(Configuration.cameraWiiMote) * 10;
         Y = WiiMote.wiimote_getIrY(Configuration.cameraWiiMote) * 10;
         Z = 60f;
         if (X == -1000)
         {
             oldVec = transform.position;
         }
         else
         {
             oldVec = new Vector3(-X, -Y + 1.8f, Z);
         }
     }
 }
Пример #13
0
    void MoveCamera()
    {
        X = WiiMote.wiimote_getIrX(0) * 10;
        Y = WiiMote.wiimote_getIrY(0) * 2f;

        print(X);

        Z = 60f;


        transform.position = oldVec;
        if (X > -9.5f && X < 9.5f)
        {
            oldVec = new Vector3(-X, -Y + 1.8f, Z);
        }

        //if (X==-1000 || Y<-0){
        //        transform.position = oldVec;
        //}
        //else if(X<=9f) {
        //        vec = new Vector3(X, Y, Z);
        //        oldVec = vec;
        //        transform.position = vec;
        //}

        /*if(X<=9f){
         *      if (X==-1000 || Y<-0){
         *              transform.position += oldVec;
         *      } else {
         *              vec = new Vector3(X, Y, Z);
         *              oldVec = vec;
         *              transform.position += vec;
         *      }
         * }*/

        gameObject.transform.LookAt(center);
        debug.text = "x:" + X + " Y:" + Y;
    }
Пример #14
0
 void OnDestroy()
 {
     WiiMote = null;
 }
Пример #15
0
 void OnDestroy()
 {
     WiiMote = null;
 }
Пример #16
0
    public void shoot()
    {
        //falta checkear que el jugador se quedo sin balas
        if (!reloading)
        {
            if (timer >= fireRate)
            {
                if (checkAmmo())
                {
                    //shooting = true;  SAQUE ESTE SHOOTING = TRUE Y HICE QUE REALMENTE SOLO CUANDO ESTE DISPARANDO, CONSULTAR A COZZA SI ESTA BIEN EN CLASE.



                    if (weaponModel == WeaponEnum.Laser && overheatCount < overheatLimit)
                    {
                        audio.clip = shootAudio;
                        audio.Play();
                        modelGameObject.animation.Play();
                        Rigidbody lasInstance = (Rigidbody)Instantiate(proPrefab, spawnPos.position, spawnPos.rotation);
                        lasInstance.AddForce(spawnPos.forward * laserSpeed);
                        lasInstance.GetComponent <Projectile>().setDamage(damage);

                        overHeat();
                        shooting = true;
                        WiiMote.wiimote_rumble(Configuration.pointerWiiMote, (float)0.053);
                    }
                    else if (overheatCount > overheatLimit)
                    {
                        WiiMote.wiimote_rumble(Configuration.pointerWiiMote, (float)1.5);
                    }
                    else if (weaponModel == WeaponEnum.Rifle)
                    {
                        audio.clip = shootAudio;
                        audio.Play();
                        modelGameObject.animation.Play();
                        Vector3 fwd = spawnPos.TransformDirection(Vector3.forward);
                        fwd *= 20;
                        WiiMote.wiimote_rumble(Configuration.pointerWiiMote, (float)0.2);
                        Debug.DrawRay(transform.position, fwd);

                        RaycastHit hit;
                        if (Physics.Raycast(transform.position, fwd, out hit, 9999, 1))
                        {
                            //para cuando queres levantar el arma2
                            if (Round.weaponSpawned && !Round.weaponPicked)
                            {
                                if (hit.collider.GetComponent <Arma>() != null)
                                {
                                    hit.collider.GetComponent <WeaponSpawn>().transitionToPlayer();
                                }
                            }
                            GameObject particleInstance = (GameObject)Instantiate(Projectile.bulletParticle, hit.point, transform.rotation);
                            particleInstance.transform.LookAt(transform.position);
                            Destroy(particleInstance, particleInstance.particleSystem.duration + 0.01f);
                            HealthSystem HP = hit.collider.gameObject.GetComponent <HealthSystem>();

                            if (HP != null)
                            {
                                HP.damageHp(damage);
                            }
                        }
                        shooting = true;
                    }
                    else
                    {
                        shooting = false;
                    }


                    this.bullets -= 1;
                    updateAmmo();

                    if (this.bullets == 0)
                    {
                        showWarning("reload");
                    }
                }
                timer = 0f;
            }
        }
    }
Пример #17
0
    void Update()
    {
        bool downBtn = WiiMote.wiimote_getButtonDown(Configuration.pointerWiiMote);
        bool upBtn   = WiiMote.wiimote_getButtonUp(Configuration.pointerWiiMote);
        bool isA     = WiiMote.wiimote_getButtonA(Configuration.pointerWiiMote);

        bool downKey  = Input.GetKey(KeyCode.DownArrow);
        bool upKey    = Input.GetKey(KeyCode.UpArrow);
        bool enterKey = Input.GetKey(KeyCode.Return);

        bool backKey = Input.GetKey(KeyCode.Backspace);
        bool buttonB = WiiMote.wiimote_getButtonB(Configuration.pointerWiiMote);


        if (backKey && !isRoot || buttonB && !isRoot)
        {
            Configuration.saveConfig();
            navigateTo(backMenu);
        }


        buttonDownTimer += Time.deltaTime;

        if (downBtn || downKey)
        {
            if (buttonDownTimer >= 0.2f)
            {
                if (selectedButton + 1 <= buttons.Length)
                {
                    for (int i = 0; i < buttons.Length; i++)
                    {
                        if (usesShader)
                        {
                            buttons[i].renderer.material.shader = originalShader;
                        }
                        else
                        {
                            buttons[i].renderer.material.color = originalColor;
                        }
                    }
                    selectedButton++;
                    if (usesShader)
                    {
                        buttons[selectedButton - 1].renderer.material.shader = glowShader;
                    }
                    else
                    {
                        buttons[selectedButton - 1].renderer.material.color = glowColor;
                    }
                    buttonDownTimer = 0f;
                }
            }
        }

        if (upBtn || upKey)
        {
            if (buttonDownTimer >= 0.2f)
            {
                if (selectedButton > 1)
                {
                    for (int i = 0; i < buttons.Length; i++)
                    {
                        if (usesShader)
                        {
                            buttons[i].renderer.material.shader = originalShader;
                        }
                        else
                        {
                            buttons[i].renderer.material.color = originalColor;
                        }
                    }
                    selectedButton--;
                    if (usesShader)
                    {
                        buttons[selectedButton - 1].renderer.material.shader = glowShader;
                    }
                    else
                    {
                        buttons[selectedButton - 1].renderer.material.color = glowColor;
                    }
                    buttonDownTimer = 0f;
                }
            }
        }

        if (isA || enterKey)
        {
            if (accessible)
            {
                if (buttons[selectedButton - 1].GetComponent <Menu>().checkButton() != null)
                {
                    navigateTo(buttons[selectedButton - 1].GetComponent <Menu>().checkButton());
                }
            }
        }
    }
Пример #18
0
 // Use this for initialization
 void Start()
 {
     WiiMote.wiimote_start();
 }
Пример #19
0
 void Start()
 {
     wiiMote = WiiMote.instance;
 }
Пример #20
0
 void Start()
 {
     Cursor.visible = false;
     game_master    = GameObject.Find("GameMaster");
     wiimote        = GameObject.Find("WiimoteHandler").GetComponent <WiiMote>();
 }
Пример #21
0
    public void selectOption()
    {
        bool isUp      = Input.GetKeyDown(KeyCode.UpArrow);
        bool isDown    = Input.GetKeyDown(KeyCode.DownArrow);
        bool isEnter   = Input.GetKeyDown(KeyCode.Return);
        bool isWiiDown = WiiMote.wiimote_getButtonDown(Configuration.pointerWiiMote);
        bool isWiiUp   = WiiMote.wiimote_getButtonUp(Configuration.pointerWiiMote);
        bool isWiiA    = WiiMote.wiimote_getButtonA(Configuration.pointerWiiMote);


        if (isEnter || isWiiA)
        {
            switch (menuNavigator)
            {
            case 1:
                pauseCheck = false;
                pauseGame();
                break;

            case 2:
                optionsContainer.SetActive(true);
                resizeOptionsGui();
                openOptionMenu();
                menuNavigator = 7;
                pointerOption.material.color = normalOpacity;
                break;

            case 3:

                StartCoroutine(RoundManager.dbController.PostScores(PlayerBehave.playerName, PlayerBehave.score));
                pauseGame();
                Round.number   = 0;
                Time.timeScale = 1f;
                this.GetComponent <TCP>().closeConnection();
                Application.LoadLevel(0);
                break;

            case 4:
                Time.timeScale = 1f;
                pauseGame();
                this.GetComponent <TCP>().closeConnection();
                Application.LoadLevel(0);
                break;

            case 5:
                Application.Quit();
                break;
            }
        }

        //navegar con flechitas
        if (isUp || letUp || isWiiUp)
        {
            menuNavigator -= 1;
            switch (menuNavigator)
            {
            case 0:
                menuNavigator                = 5;
                resume.material.color        = lowOpacity;
                exitToWindows.material.color = normalOpacity;
                break;

            case 1:
                resume.material.color  = normalOpacity;
                options.material.color = lowOpacity;
                break;

            case 2:
                options.material.color     = normalOpacity;
                saveAndExit.material.color = lowOpacity;
                break;

            case 3:
                exitToMenu.material.color  = lowOpacity;
                saveAndExit.material.color = normalOpacity;
                break;

            case 4:
                exitToWindows.material.color = lowOpacity;
                exitToMenu.material.color    = normalOpacity;
                break;

            case 5:
                resume.material.color        = lowOpacity;
                exitToWindows.material.color = normalOpacity;
                break;

            case 6:
                menuNavigator = 10;
                pointerOption.material.color = lowOpacity;
                goBack.material.color        = normalOpacity;
                break;

            case 7:
                pointerOption.material.color = normalOpacity;
                cameraOption.material.color  = lowOpacity;
                break;

            case 8:
                difficultyOption.material.color = lowOpacity;
                cameraOption.material.color     = normalOpacity;
                break;

            case 9:
                difficultyOption.material.color = normalOpacity;
                goBack.material.color           = lowOpacity;
                break;

            case 10:
                goBack.material.color = normalOpacity;
                break;
            }
        }
        if (isDown || isWiiDown)
        {
            menuNavigator += 1;
            switch (menuNavigator)
            {
            case 1:
                resume.material.color        = normalOpacity;
                exitToWindows.material.color = lowOpacity;
                break;

            case 2:
                resume.material.color  = lowOpacity;
                options.material.color = normalOpacity;
                break;

            case 3:
                options.material.color     = lowOpacity;
                saveAndExit.material.color = normalOpacity;
                break;

            case 4:
                saveAndExit.material.color = lowOpacity;
                exitToMenu.material.color  = normalOpacity;
                break;

            case 5:
                exitToMenu.material.color    = lowOpacity;
                exitToWindows.material.color = normalOpacity;
                break;

            case 6:
                menuNavigator                = 1;
                resume.material.color        = normalOpacity;
                exitToWindows.material.color = lowOpacity;
                break;

            case 7:
                pointerOption.material.color = normalOpacity;
                goBack.material.color        = lowOpacity;
                break;

            case 8:
                pointerOption.material.color = lowOpacity;
                cameraOption.material.color  = normalOpacity;
                break;

            case 9:
                cameraOption.material.color     = lowOpacity;
                difficultyOption.material.color = normalOpacity;
                break;

            case 10:
                difficultyOption.material.color = lowOpacity;
                goBack.material.color           = normalOpacity;
                break;

            case 11:
                menuNavigator                = 7;
                goBack.material.color        = lowOpacity;
                pointerOption.material.color = normalOpacity;
                break;
            }
        }
        //navegar con flechitas
    }