示例#1
0
        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Perform any additional setup after loading the view, typically from a nib.
            compass = new CompassModel();
            compass.DegreesChanged += Compass_DegreesChanged;
            compass.TimeChanged    += Compass_TimeChanged;
            timeLabel.Text          = DateTime.Now.ToString("hh:mm tt");
            UpdateBackgroundColor();
            stackviewDegrees.Alignment = UIStackViewAlignment.Center;
        }
示例#2
0
        protected override void OnCreate(Bundle savedInstanceState)
        {
            base.OnCreate(savedInstanceState);

            // Set our view from the "main" layout resource
            compass = new CompassModel();
            compass.DegreesChanged += Compass_DegreesChanged;
            compass.TimeChanged    += Compass_TimeChanged;
            SetContentView(Resource.Layout.Main);
            timeLabel      = FindViewById <TextView>(Resource.Id.timeLabel);
            degreesLabel   = FindViewById <TextView>(Resource.Id.degreesLabel);
            directionLabel = FindViewById <TextView>(Resource.Id.directionLabel);
            timeLabel.Text = DateTime.Now.ToString("hh:mm tt");
            UpdateBackground();

            // Get our button from the layout resource,
            // and attach an event to it
            //Button button = FindViewById<Button>(Resource.Id.myButton);

            //button.Click += delegate { button.Text = $"{count++} clicks!"; };
        }
	void Start()
	{
		mountainHandler = GameObject.Find ("Map").GetComponent<MountainHandler> ();
		compassModel = GameObject.Find ("Compass").GetComponent<CompassModel> ();
		changePiece = gameObject.GetComponent<ChangePiece> ();
		rotationMiddle = GameObject.Find ("Main Camera").GetComponent<ChangePiece> ().rotationMiddlePositions;
		
		for (int n = 0; n<16; n++)
				for (int i = 0; i<3; i++) // calculate camera positions on leaving the compass mode
					leavingCameraPositions [n, i] = rotationMiddle [i] + (Quaternion.Euler (0, 22.5f * n, 0) * new Vector3(19.696f,3.473f,0));// x = Distance * sin(80) / sin(90); y = Distance * sin(10) / sin(90)

		Vector3 angles = transform.eulerAngles;
		rotationYAxis = angles.y;
		rotationXAxis = angles.x;
		
		// Make the rigid body not change rotation
		if(GetComponent<Rigidbody>())
		{
			GetComponent<Rigidbody>().freezeRotation = true;
		}
	}