/// <summary> /// custom constructor, set up keyboard and empty input handlers for gamepad /// </summary> private InputData() { // device 0 is always keyboard inputDevices[0] = new InputKeyBoard(); // gamepads take up the rest of the array for (int i = 1; i < inputDevices.Length; i++) { inputDevices[i] = new InputGamepad(); } }
// Use this for initialization private void Start() { Config.World = this.gameObject; var cardMain = GameObject.Find("CardboardMain"); if (cardMain != null) inputGamepad = cardMain.GetComponent<InputGamepad>(); _sides[0] = Instantiate(Resources.Load("Prefabs/Gebirge") as GameObject); _sides[0].transform.parent = this.transform; _sides[0].name = "Gebirge"; _sides[1] = Instantiate(Resources.Load("Prefabs/Dorf") as GameObject); _sides[1].transform.parent = this.transform; _sides[1].name = "Dorf"; _sides[2] = Instantiate(Resources.Load("Prefabs/Eis") as GameObject); _sides[2].transform.parent = this.transform; _sides[2].name = "Eis"; _sides[3] = Instantiate(Resources.Load("Prefabs/Feuer") as GameObject); _sides[3].transform.parent = this.transform; _sides[3].name = "Feuer"; _sides[4] = Instantiate(Resources.Load("Prefabs/Wueste") as GameObject); _sides[4].transform.parent = this.transform; _sides[4].name = "Wueste"; _sides[5] = Instantiate(Resources.Load("Prefabs/Wald") as GameObject); _sides[5].transform.parent = this.transform; _sides[5].name = "Wald"; for (int i = 0; i < _sides.Length; i++) { if (_sides[i] == null) { _sides[i] = Instantiate(Resources.Load("Prefabs/DummySide" + (i)) as GameObject); _sides[i].transform.parent = this.transform; _sides[i].name = "Side" + i; } } //Front Side _sides[0].transform.position = new Vector3(-9.8f, -27, 67.7f); _sides[0].transform.Rotate(new Vector3(-90, 0, 0)); //Back Side _sides[1].transform.position = new Vector3(0, 0, -100); _sides[1].transform.Rotate(new Vector3(90, 0, 0)); //Right _sides[2].transform.position = new Vector3(100, 0, 0); _sides[2].transform.Rotate(new Vector3(0, 0, 90)); //Left _sides[3].transform.position = new Vector3(-150, -6, 176); _sides[3].transform.Rotate(new Vector3(0, 0, -90)); //Top _sides[4].transform.position = new Vector3(0, 100, 0); _sides[4].transform.Rotate(180, 0, 0); //Bottom _sides[5].transform.position = new Vector3(0, -100, 0); // Aufklappen _rotatePoint = _sides[4].transform.position + 100*Vector3.forward; _rotationStep = 0; IsWorldOpen = false; IsWorldOpening = false; _lastShape = SHAPETYPE.Star; }