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(); } }
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>(); }
/// <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); } }
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); } }
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 ); } }
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); } }
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); } }
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); } } }
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); } }
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; } }
// 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(); } }
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); } } }
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; }
void OnDestroy() { WiiMote = null; }
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; } } }
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()); } } } }
// Use this for initialization void Start() { WiiMote.wiimote_start(); }
void Start() { wiiMote = WiiMote.instance; }
void Start() { Cursor.visible = false; game_master = GameObject.Find("GameMaster"); wiimote = GameObject.Find("WiimoteHandler").GetComponent <WiiMote>(); }
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 }