private void Start( ) { for (int i = 0; i < _button_input_count.Length; i++) { _button_input_count[i] = 0; } _button_name[( int )Controller.INPUT_TYPE.BACK_BUTTON] = "バックボタン:"; _button_name[( int )Controller.INPUT_TYPE.HOME_BUTTON_LONG_PRESS] = "ホームボタン長押し:"; _button_name[( int )Controller.INPUT_TYPE.TRIGGER] = "トリガー長押し:"; _button_name[( int )Controller.INPUT_TYPE.TRIGGER_DOWN] = "トリガー押し込み:"; _button_name[( int )Controller.INPUT_TYPE.TRIGGER_UP] = "トリガー離した:"; _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_CLICK] = "タッチパッドクリック:"; _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_UP] = "タッチパッドスクロール上:"; _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_DOWN] = "タッチパッドスクロール下:"; _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_LEFT] = "タッチパッドスクロール左:"; _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_RIGHT] = "タッチパッドスクロール右:"; _debug_button_texts[( int )Controller.INPUT_TYPE.BACK_BUTTON].text = _button_name[( int )Controller.INPUT_TYPE.BACK_BUTTON] + _button_input_count[( int )Controller.INPUT_TYPE.BACK_BUTTON]; _debug_button_texts[( int )Controller.INPUT_TYPE.HOME_BUTTON_LONG_PRESS].text = _button_name[( int )Controller.INPUT_TYPE.HOME_BUTTON_LONG_PRESS] + _button_input_count[( int )Controller.INPUT_TYPE.HOME_BUTTON_LONG_PRESS]; _debug_button_texts[( int )Controller.INPUT_TYPE.TRIGGER].text = _button_name[( int )Controller.INPUT_TYPE.TRIGGER] + _button_input_count[( int )Controller.INPUT_TYPE.TRIGGER]; _debug_button_texts[( int )Controller.INPUT_TYPE.TRIGGER_DOWN].text = _button_name[( int )Controller.INPUT_TYPE.TRIGGER_DOWN] + _button_input_count[( int )Controller.INPUT_TYPE.TRIGGER_DOWN]; _debug_button_texts[( int )Controller.INPUT_TYPE.TRIGGER_UP].text = _button_name[( int )Controller.INPUT_TYPE.TRIGGER_UP] + _button_input_count[( int )Controller.INPUT_TYPE.TRIGGER_UP]; _debug_button_texts[( int )Controller.INPUT_TYPE.TOUCH_PAD_CLICK].text = _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_CLICK] + _button_input_count[( int )Controller.INPUT_TYPE.TOUCH_PAD_CLICK]; _debug_button_texts[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_UP].text = _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_UP] + _button_input_count[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_UP]; _debug_button_texts[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_DOWN].text = _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_DOWN] + _button_input_count[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_DOWN]; _debug_button_texts[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_LEFT].text = _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_LEFT] + _button_input_count[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_LEFT]; _debug_button_texts[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_RIGHT].text = _button_name[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_RIGHT] + _button_input_count[( int )Controller.INPUT_TYPE.TOUCH_PAD_SCREEL_RIGHT]; _debug_pos_text.text = "Xpos:" + _controller.getControllerPos( ).x + "\nYpos:" + _controller.getControllerPos( ).y; _debug_player_pos_text.text = "PlayerXpos:" + _player.transform.position.x + "\nPlayerYpos:" + _player.transform.position.y + "\nPlayerZpos:" + _player.transform.position.z; _debug_player_dir_text.text = "PlayerXdir:" + _player.transform.eulerAngles.x + "\nPlayerYdir:" + _player.transform.eulerAngles.y + "\nPlayerZdir:" + _player.transform.eulerAngles.z; _debug_gaze_dir_text.text = "GazeXdir:" + _gaze_controller.getDirection( ).x + "\nGazeYdir:" + _gaze_controller.getDirection( ).y + "\nGazeZdir:" + _gaze_controller.getDirection( ).z; _debug_ray_hit_text.text = _gaze_controller.getIsHit( ).ToString( ); if (_gaze_controller.getLockOnObject( ) != null) { _debug_hit_object_text.text = _gaze_controller.getLockOnObject( ).ToString( ); } else { _debug_hit_object_text.text = "NULL"; } }
//角度を視線と常に合わせる private void Direction( ) { Vector3 player_dir = new Vector3(-_gaze_controller.getDirection( ).y, _gaze_controller.getDirection( ).x, 0); //恐らく、2Dと3Dで向きの計算が違うため入れ替えてる(2Dは単純にxは横、yは縦。3Dはそれぞれの線の軸を中心に回転する) transform.eulerAngles = player_dir * _direction_size; }