void GrabControls() { if (!ActivityManager.Instance) { return; } //Store the controls manager ControlsManager mgr = ActivityManager.Instance.HUDController; if (mgr) { loadedControls = ActivityManager.Instance.HUDController.LoadedControls; } if (loadedControls) { //When we grab... hide all the controls... loadedControls.Shoot.gameObject.SetActive(false); loadedControls.Shield.gameObject.SetActive(false); loadedControls.Overheat.gameObject.SetActive(false); } //Take the hud off when we grab. ActivityManager.Instance.ToggleHud(false); }
public override void OnActivate() { //Just incase, we shuld always be 'closed' as we are actiavted. right? closed = true; //Calculate the ranges. DZRange = Deadzone_Max - Deadzone_Min; RangeR = Range_Max - Range_Min; //Grab the joystick upon activate. _joystick = ToyBox.GetPandora().Controls; //Set the position of the joystick. JoystickPosition.localPosition = _joystick.JoystickScreenPosition; //Get the loaded controls to access loadedControls = controlsManager.LoadedControls; //Set the deadzone and the analog range. DeadZone.transform.localScale = new Vector3(_joystick.DeadzoneRange.x, _joystick.DeadzoneRange.y, 1.0f); AnalogeRange.transform.localScale = new Vector3(_joystick.AnalogRange.x, _joystick.AnalogRange.y, 1.0f); //Load the adjusted values from here. ShieldButton.localPosition = loadedControls.Shield.localPosition; ShootButton.localPosition = loadedControls.Shoot.localPosition; //Load values from controler and apply to the knobs. ShootKnob.transform.localPosition = loadedControls.ShootButton.transform.localPosition; ShieldKnob.transform.localPosition = loadedControls.ShieldButton.transform.localPosition; ShootKnob.transform.localScale = loadedControls.ShootButton.transform.localScale; ShieldKnob.transform.localScale = loadedControls.ShieldButton.transform.localScale; RValue = _joystick.AnalogRange; DZValue = _joystick.DeadzoneRange; sliderRange.onValueChange += OnRangeChange; sliderDeadzone.onValueChange += OnDeadzoneChange; closed = false; //Update the sliders to match. UpdateSliders(); UpdateVisual(); // Debug.LogError("Finish Start"); }
public void Reset(bool KeepBlackBG = false) { //Just clear activitites upon reset for now. if (pause) { pause.TogglePause(true); } HUD.TogglePanel(true); //Reset all activities foreach (FUIActivity a in Activities) { a.OnReset(); } PullCurtain(); //make sure contorls are turned on upon reset. if (_myControlsManager) { if (_myControlsManager.LoadedControls) { ControlsLayoutObject loadedControls = _myControlsManager.LoadedControls; //When we grab... hide all the controls... loadedControls.Shoot.gameObject.SetActive(true); loadedControls.Shield.gameObject.SetActive(true); loadedControls.Overheat.gameObject.SetActive(true); } } //Toggle off boss notif BossNotif.CloseWindow(); if (!KeepBlackBG) { //Make sure the black BG is always 0 alpha. BlackBG.alpha = 0.0f; BlackBG.gameObject.SetActive(false); } }
// Use this for initialization void Start() { //This be the default? if (GameObjectTracker.instance == null) { Debug.LogError("NO GOT!!"); } //DeviceControlsStartIndex = DEVICE.iphone; //GameObjectTracker.instance._PlayerData.currentDevice = DEVICE.iphone; #if UNITY_IPHONE if (Application.platform == RuntimePlatform.IPhonePlayer) { //Check the device and assign the index. if ((iPhone.generation == iPhoneGeneration.iPad2Gen) || (iPhone.generation == iPhoneGeneration.iPad3Gen) || (iPhone.generation == iPhoneGeneration.iPad4Gen)) { DeviceControlsStartIndex = DEVICE.iPad; //let the player data know waht device we have GameObjectTracker.instance._PlayerData.currentDevice = DEVICE.iPad; } else { DeviceControlsStartIndex = DEVICE.iphone; if (iPhone.generation == iPhoneGeneration.iPhone4S || iPhone.generation == iPhoneGeneration.iPodTouch5Gen) { QualitySettings.SetQualityLevel(0, true); } //let the player data know waht device we have GameObjectTracker.instance._PlayerData.currentDevice = DEVICE.iphone; } } #endif // start the current Device controls index to the starting index. currentDeviceControlsIndex = DeviceControlsStartIndex; //Then based on the current device index we load the prefab for the device. // we going to instantiate with the ngui tools because it needs to be correctly // inserted below us. if (loadAtStart) { if (controlsLayoutPrefabs.Length > (int)currentDeviceControlsIndex) { ControlsLayoutObject loadPrefab = controlsLayoutPrefabs[(int)currentDeviceControlsIndex]; if (loadPrefab) // we have a prefab to load { loadedObject = NGUITools.AddChild(this.gameObject, loadPrefab.gameObject).GetComponent <ControlsLayoutObject>(); if (loadedObject) { // Debug.Log("We have a controls Layout Object " + loadedObject.name); } } } else // we're out of bounds, load the default or nothing { if (defaultControlsLayout != null) { loadedObject = NGUITools.AddChild(this.gameObject, defaultControlsLayout.gameObject).GetComponent <ControlsLayoutObject>(); if (loadedObject) { Debug.LogWarning("Loaded Default Controls Layout Object " + loadedObject.name); } } } } }