Пример #1
0
    public void Fire(hands hand)
    {
        Vector3    location;
        Quaternion rotation;

        if (hand == hands.Left && leftFireable)
        {
            location = controllerLeft.transform.position;
            rotation = controllerLeft.transform.rotation;

            Timer timer = new Timer(reloadTime);
            timer.Elapsed += (object sender, System.Timers.ElapsedEventArgs e) =>
            {
                timer.Stop();
                leftFireable = true;
                leftDumb.Vibrate(HapticsAreDumb.VibrationForce.Hard);
            };
            timer.Start();
            leftFireable = false;

            GameObject bullet = Instantiate(bulletType) as GameObject;
            bullet.transform.SetPositionAndRotation(location, rotation);
            bulletrb = bullet.GetComponent <Rigidbody>();
            bulletrb.AddForce(bullet.transform.forward * firingSpeed);
            PhotonView      v   = PhotonView.Get(this);
            System.Object[] arr = { hand };
            v.RPC("RemoteFire", PhotonTargets.Others, arr);
        }
        else if (hand == hands.Right && rightFireable)
        {
            location = controllerRight.transform.position;
            rotation = controllerRight.transform.rotation;

            Timer timer = new Timer(reloadTime);
            timer.Elapsed += (object sender, System.Timers.ElapsedEventArgs e) =>
            {
                timer.Stop();
                rightFireable = true;
                rightDumb.Vibrate(HapticsAreDumb.VibrationForce.Hard);
            };
            timer.Start();
            rightFireable = false;

            GameObject bullet = Instantiate(bulletType) as GameObject;
            bullet.transform.SetPositionAndRotation(location, rotation);
            bulletrb = bullet.GetComponent <Rigidbody>();
            bulletrb.AddForce(bullet.transform.forward * firingSpeed);
            PhotonView      v   = PhotonView.Get(this);
            System.Object[] arr = { hand };
            v.RPC("RemoteFire", PhotonTargets.Others, arr);
        }
    }
        public void OnEnable()
        {
            string parName = transform.name.Substring(0, 1);

            if (parName == "L")
            {
                handedness = hands.Left;
            }
            else if (parName == "R")
            {
                handedness = hands.Right;
            }
            else
            {
                Debug.Log("Parent Hand Unsure");
            }

            if (!grabMap && inputMappings != null && inputMappings.Length > 0)
            {
                foreach (var inputMap in inputMappings)
                {
                    if (inputMap.name.Contains("Grab"))
                    {
                        grabMap = inputMap;
                        break;
                    }
                }
            }

            if (interactor != null && grabMap != null)
            {
                grabMap.TryGetComponent(out FloatMap floatMap);
                grabMap.TryGetComponent(out ButtonMap buttonMap);

                if (floatMap != null)
                {
                    floatMap.Activated.AddListener(interactor.NotifyTryGrabbed);
                    floatMap.Deactivated.AddListener(interactor.NotifyTryUnGrabbed);
                }
                else if (buttonMap != null)
                {
                    buttonMap.Activated.AddListener(interactor.NotifyTryGrabbed);
                    buttonMap.Deactivated.AddListener(interactor.NotifyTryUnGrabbed);
                }
            }
        }
Пример #3
0
    public void OnEnable()
    {
        string parName = transform.parent.name.Substring(0, 1);

        if (parName == "L")
        {
            handedness = hands.Left;
        }
        else if (parName == "R")
        {
            handedness = hands.Right;
        }
        else
        {
            Debug.Log("Parent Hand Unsure");
        }
    }
Пример #4
0
    // Start is called before the first frame update
    void Start()
    {
        GameObject player = Instantiate(cameraRig, transform);

        foreach (Transform robj in player.transform)
        {
            if (robj.name.StartsWith("Camera"))
            {
                gameover.GetComponent <Canvas>().worldCamera = robj.GetComponent <Camera>();
            }
            else if (robj.name.StartsWith("Controller"))
            {
                hands cont = robj.GetComponent <hands>();
                cont.gameover = gameover;
                cont.llrv     = llrv;
            }
        }
    }
Пример #5
0
 void RemoteFire(hands hand)
 {
     if (hand == hands.Left)
     {
         var        position = enemyControllerLeft.transform.position;
         var        rotation = enemyControllerLeft.transform.rotation;
         GameObject bullet   = Instantiate(bulletType) as GameObject;
         bullet.transform.SetPositionAndRotation(position, rotation);
         bulletrb = bullet.GetComponent <Rigidbody>();
         bulletrb.AddForce(bullet.transform.forward * firingSpeed);
     }
     else
     {
         var        position = enemyControllerRight.transform.position;
         var        rotation = enemyControllerRight.transform.rotation;
         GameObject bullet   = Instantiate(bulletType) as GameObject;
         bullet.transform.SetPositionAndRotation(position, rotation);
         bulletrb = bullet.GetComponent <Rigidbody>();
         bulletrb.AddForce(bullet.transform.forward * firingSpeed);
     }
 }
Пример #6
0
        //To find which hand is valued better
        public int CompareTo(FiveCardStud other)
        {
            //get the score of the hand (pair, two pair, etc. . .)
            hands score      = valueHand();
            hands otherScore = other.valueHand();

            if (otherScore > score)
            {
                return(-1);
            }
            else if (otherScore < score)
            {
                return(1);
            }

            //If they are tied, we get the high card's value
            if (other.highCard().getValue() > highCard().getValue())
            {
                return(-1);
            }
            else if (other.highCard().getValue() < highCard().getValue())
            {
                return(1);
            }

            //And if we have the same value of high card, we go by suite
            if (other.highCard().getSuite() > highCard().getSuite())
            {
                return(-1);
            }
            else if (other.highCard().getSuite() < highCard().getSuite())
            {
                return(1);
            }

            //And if somehow all those tied, we return 0 and everyone looses.
            return(0);
        }
Пример #7
0
		public void OnEnable()
		{
			string parName = transform.parent.name.Substring(0, 1);

			if (parName == "L")
				handedness = hands.Left;
			else if (parName == "R")
				handedness = hands.Right;
			else
				Debug.Log("Parent Hand Unsure");

			if (!grabMap)
			{
				foreach (var inputMap in inputMappings)
				{
					if (inputMap.mapName.Contains("Grab"))
					{
						grabMap = inputMap;
						break;
					}
				}
			}
		}
Пример #8
0
    void Fire(hands leftOrRight)
    {
        Vector3    location;
        Quaternion rotation;

        if (leftOrRight == hands.Left)
        {
            location = OVRInput.GetLocalControllerPosition(controllerLeft);
            rotation = OVRInput.GetLocalControllerRotation(controllerRight);
        }
        else
        {
            location = OVRInput.GetLocalControllerPosition(controllerRight);
            rotation = OVRInput.GetLocalControllerRotation(controllerRight);
        }

        GameObject bullet = Instantiate(bulletType) as GameObject;

        bullet.transform.position = location;
        bullet.transform.rotation = rotation;
        bulletrb = bullet.GetComponent <Rigidbody>();
        bulletrb.AddForce(transform.forward * firingSpeed);
    }
Пример #9
0
        //A function that finds the value of the hand
        public hands valueHand()
        {
            bool  flush     = true;
            int   countCard = 0;
            suite checkFlush;
            hands thisHand = hands.highCard;

            //This loop finds multiple card hand values
            for (int i = 0; i < 4; i++)
            {
                for (int j = i + 1; j < 5; j++)
                {
                    if (hand[i].getValue() == hand[j].getValue())
                    {
                        countCard++;
                    }
                }
                //As we have not checked for straight flush yet, four of a kind is the highest
                //value possible.
                if (countCard == 3)
                {
                    thisHand = hands.fourOfAKind;
                }
                else if (countCard == 2 && thisHand == hands.onePair)
                {
                    //if we have found one pair and then find three of a kind,
                    //we have found a full house.
                    thisHand = hands.fullHouse;
                }
                //If the hand is valued at four of a kind we keep the higher value
                else if (countCard == 2 && thisHand < hands.threeOfAKind)
                {
                    thisHand = hands.threeOfAKind;
                }
                else if (countCard == 1 && thisHand == hands.onePair)
                {
                    //If thisHand is one pair, then a second pair being counted requires that
                    //that pair be of a different value
                    thisHand = hands.twoPair;
                }
                else if (countCard == 1 && thisHand < hands.onePair)
                {
                    thisHand = hands.onePair;
                }

                countCard = 0;
            }
            //If we have a three of a kind, we need to check for a missed full house
            if (thisHand == hands.threeOfAKind && thisHand < hands.fullHouse)
            {
                for (int i = 0; i < 4; i++)
                {
                    for (int j = i + 1; j < 5; j++)
                    {
                        if (hand[i] == hand[j])
                        {
                            countCard++;
                        }
                    }
                    if (countCard == 1)
                    {
                        //If we count a pair, then we have a full house
                        return(hands.fullHouse);
                    }
                    else if (countCard == 2 && hand[i].getValue() == hand[i + 1].getValue())
                    {
                        //If we have counted three of a kind from hand[i], and
                        //hand[i+1] is of the same type then we must avoid "double counting" the
                        //card.
                        i++;
                        //i++ will "skip" one card and move to counting the third card in the hand
                        //Even if three cards of the same type are in a row, this will skip them.
                    }
                    countCard = 0;
                }
            }

            //Finally, we check for straights and flushes.

            //Reset the card count
            countCard = 0;
            //All five cards must be the same suite to be a flush
            checkFlush = hand[0].getSuite();


            for (int i = 0; i < 5; i++)
            {
                //Check to see if four PlayingCards have a following value card
                for (int j = 0; j < 5; j++)
                {
                    if (hand[i].getValue() + 1 == hand[j].getValue())
                    {
                        //If we find the value + 1
                        countCard++;
                    }
                }
                if (hand[i].getSuite() != checkFlush)
                {
                    flush = false;
                }
            }

            //If there are five sequential cards
            if (countCard == 4 && flush)
            {
                return(hands.straightFlush);
            }
            //If the hand is a flush and the value is less than that
            else if (flush && thisHand < hands.flush)
            {
                return(hands.flush);
            }
            else if (countCard == 4)
            {
                return(hands.straight);
            }

            return(thisHand);
        }