示例#1
0
    protected void UpdateHandRotation()
    {
        // make sure the Joycon only gets checked if attached
        if (joycons.Count > 0)
        {
            currentJoycon = joycons [jc_ind];

            //	j.SetRumble (160, 320, 0.2f, 200);
            // Then call SetRumble(0,0,0) when you want to turn it off.

            stick = currentJoycon.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = currentJoycon.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = currentJoycon.GetAccel();

            orientation = currentJoycon.GetVector();

            //Vector3 v = orientation.eulerAngles;

            gameObject.transform.rotation = orientation;
            //SetRotation();

            eulerAngle = orientation.eulerAngles;
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (j != null && j.state > Joycon.state_.ATTACHED)
        {
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation = j.GetVector();

            gameObject.transform.rotation = orientation;

            if (this.transform.rotation.eulerAngles.y - 90 < maxAngle && this.transform.rotation.eulerAngles.y - 90 > -maxAngle)
            {
                xMax = this.transform.rotation.eulerAngles.y - 90;
            }

            if (-this.transform.rotation.eulerAngles.z + 90 < maxAngle && -this.transform.rotation.eulerAngles.z + 90 > -maxAngle)
            {
                zMax = -this.transform.rotation.eulerAngles.z + 90;
            }

            if (this.transform.rotation.eulerAngles.x < maxAngle && -this.transform.rotation.eulerAngles.x > maxAngle)
            {
                yMax = this.transform.rotation.eulerAngles.x;
            }

            fix = Quaternion.Euler(xMax, yMax, zMax);
            gameObject.transform.rotation = fix;
        }
    }
示例#3
0
    void JoyconUpdate()
    {
        stick = j.GetStick();

        // Gyro values: x, y, z axis values (in radians per second)
        gyro = j.GetGyro();

        // Accel values:  x, y, z axis values (in Gs)
        accel = j.GetAccel();

        gravity.x = 0.9f * gravity.x + 0.1f * accel.x;
        gravity.y = 0.9f * gravity.y + 0.1f * accel.y;
        gravity.z = 0.9f * gravity.z + 0.1f * accel.z;

        linearAccel.x = accel.x - gravity.x;
        linearAccel.y = accel.y - gravity.y;
        linearAccel.z = accel.z - gravity.z;


        orientation.x = j.GetVector().x;
        orientation.y = j.GetVector().y;
        orientation.w = j.GetVector().w;

        //Al sumarle la y a la z el gameObject se coloca en la posición que tiene el mando. Actúan sobre el mismo eje de forma contraria
        orientation.z = j.GetVector().z + j.GetVector().y;

        gameObject.transform.rotation = orientation;
    }
示例#4
0
    void SetKeys(ref Keys key, Joycon joycon)
    {
        key.JoyStick.x = joycon.GetStick()[0];
        key.JoyStick.y = joycon.GetStick()[1];
        key.JoyGyro    = joycon.GetGyro();
        key.JoyAccel   = joycon.GetAccel();
        key.JoyRad     = joycon.GetVector();


        Vector3 gy = key.JoyGyro;

        gy.x        = -key.JoyGyro.y;
        gy.z        = -key.JoyGyro.x;
        gy.y        = key.JoyGyro.z;
        key.JoyGyro = gy;

        Vector3 ac = key.JoyGyro;

        ac.x         = -key.JoyAccel.y;
        ac.z         = -key.JoyAccel.x;
        ac.y         = 0f;//key.JoyAccel.z;
        key.JoyAccel = ac;

        //なぜか↑のほうむくから補正
        key.JoyGyro.x += 0.01f;
    }
示例#5
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycon != null)
        {
            // GetButtonDown checks if a button has been pressed (not held)
            if (joycon.GetButtonDown(Joycon.Button.SHOULDER_1))
            {
                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                joycon.Recenter();
            }

            stick = joycon.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro          = joycon.GetGyro();
            gyroMagnitude = gyro.magnitude;

            // Accel values:  x, y, z axis values (in Gs)
            accel          = joycon.GetAccel();
            accelMagnitude = accel.magnitude;

            // fix rotation
            orientation = joycon.GetVector();
            // orientation = new Quaternion(orientation.x, orientation.z, orientation.y, orientation.w);
            //  Quaternion quat = Quaternion.Inverse(orientation);
            //  Vector3 rot = quat.eulerAngles;
            //  rot += rotationOffset;
            // orientation = Quaternion.Euler(rot);
            //  rotation = orientation.eulerAngles;
            if (joyconType == JoyconManager.JoyconType.left)
            {
                gameObject.transform.rotation = Quaternion.Euler(0, Mathf.Abs(orientation.x) * 180 - 90, 0);
            }

            if (joyconType == JoyconManager.JoyconType.right && accelMagnitude > forceNeeded && !cooldown)
            {
                //#if UNITY_STANDALONE_WIN
                voiceR.Reload();
//#endif
                cooldown = true;
                StartCoroutine(BeenSwung());
            }

            // rumble info
            // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md
            // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
            // (Useful for dynamically changing rumble values.)
            // Then call SetRumble(0,0,0) when you want to turn it off.

            IEnumerator BeenSwung()
            {
                yield return(new WaitForSeconds(cooldownLenght));

                cooldown = false;
            }
        }
    }
示例#6
0
 // Update is called once per frame
 void Update()
 {
     if (joycons.Count > 0)
     {
         Joycon j = joycons[jc_ind];
         gyro = j.GetGyro();
         gameObject.transform.position.Set(gyro.x, gyro.y, 0);
     }
 }
示例#7
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycons.Count > 0)
        {
            j = joycons[jc_ind];
            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
            }
            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 released");
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            if (j.GetButton(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 held");
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(30, 130, 2f, 100);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation    = j.GetVector();
            orientation    = Quaternion.Inverse(new Quaternion(orientation.x, orientation.z, orientation.y, orientation.w));
            orientationXYZ = orientation.eulerAngles;
            orientationXYZ = new Vector3(orientationXYZ.x, orientationXYZ.y, orientationXYZ.z);
            gameObject.transform.localRotation = Quaternion.Euler(orientationXYZ);
        }
    }
示例#8
0
    // Update is called once per frame
    void FixedUpdate()
    {
        Joycon j = joycons[jc_ind];

        stick = new Vector2(j.GetStick()[0], j.GetStick()[1]);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/joystick/x", stick.x);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/joystick/y", stick.y);

        // Gyro values: x, y, z axis values (in radians per second)
        gyro = j.GetGyro();
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/gyro/x", gyro.x);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/gyro/y", gyro.y);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/gyro/z", gyro.z);
        // Accel values:  x, y, z axis values (in Gs)
        accel = j.GetAccel();
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/accel/x", accel.x);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/accel/y", accel.y);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/accel/z", accel.z);

        orientation = j.GetVector();
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/orientation/0", orientation[0]);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/orientation/1", orientation[1]);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/orientation/2", orientation[2]);
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/orientation/3", orientation[3]);

        //Buttons
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/down", (j.GetButton(Joycon.Button.DPAD_DOWN) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/up", (j.GetButton(Joycon.Button.DPAD_UP) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/right", (j.GetButton(Joycon.Button.DPAD_RIGHT) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/left", (j.GetButton(Joycon.Button.DPAD_LEFT) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/minus", (j.GetButton(Joycon.Button.MINUS) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/bumper", (j.GetButton(Joycon.Button.SHOULDER_1) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/trigger", (j.GetButton(Joycon.Button.SHOULDER_2) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/home", (j.GetButton(Joycon.Button.CAPTURE) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/joystick", (j.GetButton(Joycon.Button.STICK) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/side-top", (j.GetButton(Joycon.Button.SL) ? 1 : 0));
        OSCHandler.Instance.SendMessageToClient("myClient", "/left/buttons/side-bottom", (j.GetButton(Joycon.Button.SR) ? 1 : 0));

        if (rumble == 1)
        {
            j.SetRumble(rumbleFreqLow, rumbleFreqHigh, 0.6f, rumbleLen);
            rumble = 0;
        }


        for (var i = 0; i < OSCHandler.Instance.packets.Count; i++)
        {
            // Process OSC
            receivedOSC(OSCHandler.Instance.packets[i]);
            // Remove them once they have been read.
            OSCHandler.Instance.packets.Remove(OSCHandler.Instance.packets[i]);
            i--;
        }
    }
    private void RecordCurrentInputs()
    {
        Vector3 rA   = rightJoycon.GetAccel();
        Vector3 lA   = leftJoycon.GetAccel();
        Vector3 rG   = rightJoycon.GetGyro();
        Vector3 lG   = leftJoycon.GetGyro();
        float   time = Time.time - recordingStartTime;

        Gesture.DataPoint dp = new Gesture.DataPoint(lA, rA, lG, rG, time);

        recordingBuffer.Add(dp);
    }
 ///<summary>
 ///Maps the rotation of the joycon to the object
 ///</summary>
 private void RotateObject()
 {
     if (joyconLeft != null && joyconRight != null)
     {
         rotate = joyconRight.GetGyro();
         transform.Rotate(rotate);
     }
     else if (joyconLeft != null)
     {
         rotate = joyconLeft.GetGyro();
         transform.Rotate(rotate);
     }
 }
示例#11
0
        public string JoyconToString(Joycon j)
        {
            var     hands      = j.isLeft ? "Left" : "Right";
            var     quaternion = j.GetVector();
            float   x          = (float)(quaternion.eulerAngles.X * 180.0f / Math.PI);
            float   y          = (float)(quaternion.eulerAngles.Y * 180.0f / Math.PI);
            float   z          = (float)(quaternion.eulerAngles.Z * 180.0f / Math.PI);
            Vector3 rotate     = new Vector3(x, y, z);
            Vector3 gyro       = j.GetGyro();
            string  result     = "{\"hands\":\"" + hands + "\",\"gyro\":{\"X\":" + gyro.X + ",\"Y\":" + gyro.Y + ",\"Z\":" + gyro.Z + "},\"rotate\":{\"X\":" + rotate.X + ",\"Y\":" + rotate.Y + ",\"Z\":" + rotate.Z + "}}";

            return(result);
        }
示例#12
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (j != null && j.state > Joycon.state_.ATTACHED)

        {
            stick = j.GetStick();  // Gyro values: x, y, z axis values (in radians per second)
            gyro  = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation = j.GetVector();
            smooth      = Mathf.SmoothDamp(smooth, Mathf.Abs(accel.x) * 2, ref v, smoothtime);
            smoother    = Mathf.SmoothDamp(smoother, Mathf.Abs(accel.x) * 2, ref vr, smoothertime);
        }


        gameObject.transform.rotation = orientation;
        if (smooth > 1 && playor == false)
        {
            tuning.Stop();
            song.Play();
            playor = true;
        }
        if (playor == true)
        {
            if (Mathf.Abs(accel.x) < 0.3f)
            {
                timer += Time.deltaTime;
            }
            else
            {
                timer = 0;
            }

            song.pitch = smoother * 1.5f;
            song.pitch = Mathf.Clamp(song.pitch, 0.8f, 1.5f);
            if (timer > 1)
            {
                song.Stop();
            }
            if (timer > 10)
            {
                tuning.Play();
                playor = false;
            }
        }
    }
示例#13
0
 public static Vector3 GetJoyConGyro(bool isLeftJoyCon)
 {
     if (isLeftJoyCon && m_joyconL != null)
     {
         return(m_joyconL.GetGyro());
     }
     else if (!isLeftJoyCon && m_joyconR != null)
     {
         return(m_joyconR.GetGyro());
     }
     else
     {
         return(Vector3.zero);
     }
 }
    // Update is called once per frame
    void Update()
    {
        stick = j.GetStick();

        // Gyro values: x, y, z axis values (in radians per second)
        gyro = j.GetGyro();

        // Accel values:  x, y, z axis values (in Gs)
        accel = j.GetAccel();

        orientation = j.GetVector();

        OscMessage message = new OscMessage();

        message.address = "/UpdateXYZ";
        message.values.Add(transform.position.x);
        message.values.Add(transform.position.y);
        message.values.Add(transform.position.z);
        osc.Send(message);

        message         = new OscMessage();
        message.address = "/UpdateGyro";
        message.values.Add(gyro[0]);
        message.values.Add(gyro[1]);
        message.values.Add(gyro[2]);
        osc.Send(message);

        message         = new OscMessage();
        message.address = "/UpdateAccel";
        message.values.Add(accel[0]);
        message.values.Add(accel[1]);
        message.values.Add(accel[2]);
        osc.Send(message);

        message         = new OscMessage();
        message.address = "/UpdateOri";
        message.values.Add(orientation[0]);
        message.values.Add(orientation[1]);
        message.values.Add(orientation[2]);
        message.values.Add(orientation[3]);
        osc.Send(message);

        message         = new OscMessage();
        message.address = "/UpdateStick";
        message.values.Add(stick[0]);
        message.values.Add(stick[1]);
        osc.Send(message);
    }
示例#15
0
 // Use this for initialization
 void Start()
 {
     SphereRadius = -1;
     joycons      = JoyconManager.Instance.j;
     if (joycons.Count > 0)
     {
         j          = joycons[jc_ind];
         gyro       = j.GetGyro();
         yinit      = gyro.y;
         initpump   = false;
         BaseRadius = gameObject.transform.localScale.y;
     }
     else
     {
         Debug.Log("Pas de joycons détectés.");
         yinit = -1;
     }
 }
示例#16
0
    // Update is called once per frame
    void Update()
    {
        stick = j.GetStick();
        gyro  = j.GetGyro();
        accel = j.GetAccel();
        if (FixableItemController.locked)
        {
            if ((Input.GetKeyDown(KeyCode.Return) || accel.magnitude > 3) && locked && dragonImage.fillAmount >= 0.75f)
            {
                locked = !locked;
                dragCon.flameFill.fillAmount -= 0.01f;
            }
            else if (dragonImage.fillAmount <= 0f && !locked)
            {
                t = 0;
                powerBar.value = 0;
                locked         = !locked;
            }
            else if ((Input.GetKeyDown(KeyCode.Return) || accel.magnitude > 3) && dragonImage.fillAmount > 0f)
            {
                dragCon.flameFill.fillAmount -= 0.01f;

                j.SetRumble(50, 50, 5.0f, 1000);
                if (powerBar.value >= sweetSpotMin && powerBar.value <= sweetSpotMax)
                {
                    Debug.Log("BING - GOOD");
                    GameController.overallGameScore += 1;
                    Debug.Log("Score: " + GameController.overallGameScore);
                }
                else
                {
                    Debug.Log("BONG - BAD");
                }
            }

            if (!locked)
            {
                t += Time.deltaTime;
                powerBar.value = Mathf.Abs(Mathf.Sin(t));
            }
        }
    }
示例#17
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (j != null && j.state > Joycon.state_.ATTACHED)

        {
            stick = j.GetStick();  // Gyro values: x, y, z axis values (in radians per second)
            gyro  = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation = j.GetVector();
        }


        gameObject.transform.rotation = orientation;
        song.pitch         = gyro.y * -0.75f + 1.25f;
        song.reverbZoneMix = accel.x / 2 + 1;
        //song.volume = gyro.x;
    }
示例#18
0
 // Update is called once per frame
 void Update()
 {
     if (joycons.Count > 0)
     {
         //Modifie l'orientation du tampon (Axe Y) selon l'axe Z du gyroscope
         float orientation = j.GetGyro().z;
         if (!jumpMode)
         {
             gameObject.transform.Rotate(new Vector3(0, orientation, 0));
         }
         //Si le bouton "Flèche vers le haut" est pressé et que le tampon n'est pas en plein animation, on fait bouger le tampon.
         if ((j.GetButtonDown(Joycon.Button.DPAD_UP)) && !jumpMode)
         {
             jumpMode = true;
             Debug.Log("JUMP !");
             sInstance.setTamponRotation(gameObject.transform.rotation.eulerAngles.y);
             //Pour que l'animation de mouvement ne se fasse pas instantanément, on utilise
             //une fonction de co-routine jumpAnim et on l'appelle avec StartCoroutine.
             StartCoroutine(jumpAnim());
         }
     }
 }
示例#19
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycon != null)
        {
            // GetButtonDown checks if a button has been pressed (not held)
            if (joycon.GetButtonDown(Joycon.Button.SHOULDER_1))
            {
                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                joycon.Recenter();
            }

            stick = joycon.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro          = joycon.GetGyro();
            gyroMagnitude = gyro.magnitude;

            // Accel values:  x, y, z axis values (in Gs)
            accel          = joycon.GetAccel();
            accelMagnitude = accel.magnitude;

            // fix rotation
            orientation = joycon.GetVector();
            orientation = new Quaternion(orientation.x, orientation.z, orientation.y, orientation.w);
            Quaternion quat = Quaternion.Inverse(orientation);
            Vector3    rot  = quat.eulerAngles;
            rot        += rotationOffset;
            orientation = Quaternion.Euler(rot);
            rotation    = orientation.eulerAngles;

            // rumble info
            // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md
            // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
            // (Useful for dynamically changing rumble values.)
            // Then call SetRumble(0,0,0) when you want to turn it off.
        }
    }
示例#20
0
    //砲台の回転処理
    private void TurretTurn()
    {
        for (int i = 0; i < joycons.Count; i++)
        {
            Turret inProcTurret = turrets[i];
            Joycon inProcJoycon = joycons[i];

            //砲台の角度を加算
            inProcTurret.rotation += inProcJoycon.GetGyro().z *inProcTurret.trunSpeed *Time.fixedDeltaTime;

            //角度、砲台からプレイヤーまでの距離を元に砲台の位置を計算
            float x = Mathf.Cos(-inProcTurret.rotation) * inProcTurret.trunRadius * transform.localScale.x;
            float y = Mathf.Sin(-inProcTurret.rotation) * inProcTurret.trunRadius * transform.localScale.y;

            //計算した位置に砲台を移動
            inProcTurret.transform.SetPosition(new Vector3(x, y) + transform.position);

            //プレイヤーから砲台までの方向ベクトルを計算して正規化
            Vector2 lookDir = (inProcTurret.transform.position - transform.position).normalized;

            //方向ベクトルを元に砲台の向きを変える
            inProcTurret.transform.LookAt2D(lookDir);
        }
    }
示例#21
0
 // Update is called once per frame
 void Update()
 {
     if (joycons.Count > 0)
     {
         gyro = j.GetGyro();
         if ((!initpump) && gyro.y >= yinit + 5)
         {
             Debug.Log("Action de pompage initialisé.");
             initpump = true;
         }
         if (initpump && gyro.y <= yinit - 5)
         {
             Debug.Log("De l'air est envoyé !");
             //initpump = false;
             gameObject.transform.localScale += new Vector3(0.1f, 0.1f, 0.1f);
             SphereRadius = gameObject.transform.localScale.y;
             radius       = SphereRadius;
         }
         else if (SphereRadius > BaseRadius)
         {
             gameObject.transform.localScale -= new Vector3(0.01f, 0.01f, 0.01f);
             SphereRadius = gameObject.transform.localScale.y;
             radius       = SphereRadius;
         }
         if (SphereRadius != -1)
         {
             if (SphereRadius >= 5)
             {
                 Debug.Log("La sphère éclate !");
                 j.SetRumble(160f, 320f, 0.6f, 550);
                 Destroy(gameObject);
                 Application.Quit();
             }
         }
     }
 }
示例#22
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycons.Count > 0)
        {
            Joycon j = joycons [jc_ind];
            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
            {
                tilting = true;
                Debug.Log("Shoulder button 2 pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
            }
            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                tilting = false;
                Debug.Log("Shoulder button 2 released");
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            if (j.GetButton(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 held");
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(160, 320, 0.6f, 200);
                transform.position = Vector3.Lerp(transform.position, new Vector3(0, 0, transform.position.z), 1f);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation = j.GetVector();

            if (tilting)
            {
                transform.rotation = new Quaternion(0f, 0f, orientation.z, orientation.w);
            }

            else
            {
                transform.rotation = new Quaternion(0, 0, 0, 0);
                transform.Translate(new Vector3(gyro.z, gyro.y, 0) * Time.deltaTime * speed, Space.World);
            }
        }
    }
示例#23
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (j != null && j.state > Joycon.state_.ATTACHED)

        {
            stick = j.GetStick();  // Gyro values: x, y, z axis values (in radians per second)
            gyro  = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation = j.GetVector();
            smooth      = Mathf.SmoothDamp(smooth, Mathf.Abs(average) * 2, ref v, smoothtime);
            smoother    = Mathf.SmoothDamp(smoother, Mathf.Abs(average) * 2, ref vr, smoothertime);
            smoother    = Mathf.Clamp(smoother, 0.8f, 1.2f);
        }

        average = (gyro.x + gyro.y + gyro.z) / 3;

        gameObject.transform.rotation = orientation;
        if (smooth > 1 && playor == false)
        {
            tuning.Stop();
            shoosh.Play();
            song.Play();
            playor            = true;
            crashy            = false;
            songFinishedTimer = 0;
        }
        if (playor == true)
        {
            songFinishedTimer += Time.deltaTime;
            if (Mathf.Abs(average) < 0.3f)
            {
                //timer += Time.deltaTime;
            }
            else
            {
                timer = 0;
            }

            if (timer < 1)
            {
                crashy     = false;
                song.pitch = smoother * 1.5f;
                song.pitch = Mathf.Clamp(song.pitch, 0.8f, 1.5f);
            }
            if (timer > 1)
            {
                song.pitch = 0;
                if (crashy == false)
                {
                    if (songFinishedTimer < 80 && songFinishedTimer > 5)
                    {
                        crash.Play();
                        crashy = true;
                    }
                    else
                    {
                        tuning.Play();
                        playor = false;
                        crashy = true;
                    }
                }
                if (timer > 30.9f)
                {
                    tuning.Play();
                    playor = false;
                }
            }
        }

        if (Mathf.Abs(average) < 0.3f)
        {
            timer += Time.deltaTime;
        }
    }
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            if (Input.GetKey(KeyCode.Q))
            {
                transform.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime);
            }
            else if (Input.GetKey(KeyCode.E))
            {
                transform.Rotate(-Vector3.forward * rotationSpeed * Time.deltaTime);
            }
        }

        if (joycons.Count > 0)
        {
            Joycon j = joycons[jc_ind];
            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.PLUS))
            {
                Debug.Log("Plus pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                //Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
            }
            // GetButtonDown checks if a button has been released


            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(160, 320, 0.6f, 200);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            if (accel.magnitude > 3)
            {
                j.SetRumble(50, 50, 5.0f, 1000);
            }

            orientation = j.GetVector();

            /*if (j.GetButton(Joycon.Button.DPAD_UP))
             * {
             *  gameObject.GetComponent<Renderer>().material.color = Color.red;
             * }
             * else
             * {
             *  gameObject.GetComponent<Renderer>().material.color = Color.blue;
             * }*/
            /*orientation.y = 0;
             * orientation.x = 0;
             * gameObject.transform.rotation = orientation;*/
        }
    }
示例#25
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycons.Count > 0)
        {
            Joycon j = joycons[jc_ind];
            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
            }
            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 released");
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            //Sets win condition
            if (joycons[0].GetButton(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 held");
                for (int x = 0; x < joycons.Count; x++)
                {
                    if (j.GetButton(Joycon.Button.SHOULDER_2))
                    {
                        winner = jc_ind;
                        Debug.Log(winner);
                    }
                }
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(160, 320, 0.6f, 200);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();


            //sends out rumble signal if movement is sensed
            //determines whether someone needs to go back or not
            if (gyro.x >= 1 || gyro.y >= 1 || gyro.z >= 1 || accel.x >= 1 || accel.y >= 1 || accel.z >= 1 && isRed == true)
            //Debug.Log(jc_ind + "go back");
            {
                whoGoesBack = jc_ind;
                j.SetRumble(160, 320, 0.6f, 200);
                someoneGoesBack = true;
            }
            else
            {
                someoneGoesBack = false;
            }


            orientation = j.GetVector();
            if (j.GetButton(Joycon.Button.DPAD_UP) && jc_ind == 0)
            {
                gameObject.GetComponent <Renderer>().material.color = Color.green;
                isRed = true;
                Debug.Log("dragon is asleep");
            }
            else
            {
                gameObject.GetComponent <Renderer>().material.color = Color.red;
                isRed = true;
                Debug.Log("dragon is awake");
            }
            //gameObject.transform.rotation = orientation;
        }
    }
示例#26
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (j != null)
        {
            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
            }
            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 released");
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            if (j.GetButton(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 held");
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(160, 320, 0.6f, 200);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();
            if (gyro.y < -1)
            {
                Debug.Log("l'avant tourne vers le bas ");
            }
            if (gyro.y > 1)
            {
                Debug.Log("l'avant tourne vers nous ");
            }

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            /*
             * if (accel.x > 1)
             *  Debug.Log("pointe vers la haut");
             * if (accel.x < -1)
             *  Debug.Log("pointe vers le bas");
             * if (accel.z < -0.99)
             *  Debug.Log("a plat");
             * if (accel.z > 0.99)
             *  Debug.Log("a l'envers");
             * if (accel.y > 1)
             *  Debug.Log("sur la tranche, posé sur le rail");
             * if (accel.y < -1)
             *  Debug.Log("sur la tranche, rail vers le haut");
             */

            orientation = j.GetVector();
            if (j.GetButton(Joycon.Button.DPAD_UP))
            {
                gameObject.GetComponent <Renderer>().material.color = Color.red;
            }
            else
            {
                gameObject.GetComponent <Renderer>().material.color = Color.blue;
            }
            gameObject.transform.RotateAround(gameObject.transform.localPosition, transform.forward, -gyro.z);
            gameObject.transform.RotateAround(gameObject.transform.localPosition, transform.right, -gyro.y);
            gameObject.transform.RotateAround(gameObject.transform.localPosition, transform.up, -gyro.x);
            // gameObject.transform.rotation = orientation;
        }
    }
示例#27
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (joycons.Count > 0)
        {
            Joycon j = joycons[jc_ind];
            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
                gameObject.transform.position = Vector3.zero;
            }
            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 released");
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            if (j.GetButton(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 held");
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(160, 320, 0.6f, 200);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            if (j.GetButton(Joycon.Button.DPAD_UP))
            {
                gameObject.GetComponent <Renderer>().material.color = Color.red;
            }
            else
            {
                gameObject.GetComponent <Renderer>().material.color = Color.yellow;
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            accel1 = j.GetAccel1();
            accel2 = j.GetAccel2();
            accel3 = j.GetAccel3();

            bool isMoving = false;
            bool debug    = false;

            if (gyro.x > angle_mort || gyro.x < -angle_mort || debug)
            {
                isMoving      = true;
                orientation.x = j.GetVector().x;
            }
            if (gyro.y > angle_mort || gyro.y < -angle_mort || debug)
            {
                isMoving      = true;
                orientation.y = j.GetVector().y;
            }
            if (gyro.z > angle_mort || gyro.z < -angle_mort || debug)
            {
                isMoving      = true;
                orientation.z = j.GetVector().z;
            }



            if (isMoving)
            {
                orientation.w = j.GetVector().w;
                gameObject.transform.rotation = orientation;
            }

            gameObject.transform.position = new Vector3(accel3.x * vitesse, accel1.y * vitesse, accel3.z * vitesse);

            cursor1.transform.position = accel1;
            cursor2.transform.position = accel2;
            cursor3.transform.position = accel3;
            cursor4.transform.position = accel1 + accel2 + accel3;
        }
    }
示例#28
0
        private bool ReportToBuffer(Joycon hidReport, byte[] outputData, ref int outIdx)
        {
            outputData[outIdx] = 0;

            bool isLeft = hidReport.isLeft;

            if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_LEFT : Joycon.Button.Y))
            {
                outputData[outIdx] |= 0x80;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_DOWN : Joycon.Button.B))
            {
                outputData[outIdx] |= 0x40;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_RIGHT : Joycon.Button.A))
            {
                outputData[outIdx] |= 0x20;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_UP : Joycon.Button.X))
            {
                outputData[outIdx] |= 0x10;
            }

            if (hidReport.GetButton(Joycon.Button.PLUS))
            {
                outputData[outIdx] |= 0x08;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.STICK2 : Joycon.Button.STICK))
            {
                outputData[outIdx] |= 0x04;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.STICK : Joycon.Button.STICK2))
            {
                outputData[outIdx] |= 0x02;
            }
            if (hidReport.GetButton(Joycon.Button.MINUS))
            {
                outputData[outIdx] |= 0x01;
            }

            outputData[++outIdx] = 0;

            if (hidReport.GetButton(!swapXY ? (isLeft ? Joycon.Button.Y : Joycon.Button.DPAD_LEFT) : (isLeft ? Joycon.Button.X : Joycon.Button.DPAD_UP)))
            {
                outputData[outIdx] |= 0x80;
            }
            if (hidReport.GetButton(!swapAB ? (isLeft ? Joycon.Button.B : Joycon.Button.DPAD_DOWN) : (isLeft ? Joycon.Button.A : Joycon.Button.DPAD_RIGHT)))
            {
                outputData[outIdx] |= 0x40;
            }
            if (hidReport.GetButton(!swapAB ? (isLeft ? Joycon.Button.A : Joycon.Button.DPAD_RIGHT) : (isLeft ? Joycon.Button.B : Joycon.Button.DPAD_DOWN)))
            {
                outputData[outIdx] |= 0x20;
            }
            if (hidReport.GetButton(!swapXY ? (isLeft ? Joycon.Button.X : Joycon.Button.DPAD_UP) : (isLeft ? Joycon.Button.Y : Joycon.Button.DPAD_LEFT)))
            {
                outputData[outIdx] |= 0x10;
            }

            if (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER2_1 : Joycon.Button.SHOULDER_1))
            {
                outputData[outIdx] |= 0x08;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER_1 : Joycon.Button.SHOULDER2_1))
            {
                outputData[outIdx] |= 0x04;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER2_2 : Joycon.Button.SHOULDER_2))
            {
                outputData[outIdx] |= 0x02;
            }
            if (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER_2 : Joycon.Button.SHOULDER2_2))
            {
                outputData[outIdx] |= 0x01;
            }

            outputData[++outIdx] = (hidReport.GetButton(Joycon.Button.HOME)) ? (byte)1 : (byte)0;
            outputData[++outIdx] = 0;                 // no touch pad

            float[] leftStick = hidReport.GetStick(); // 127 is 0
            outputData[++outIdx] = (byte)(Math.Max(0, Math.Min(255, 127 + leftStick[0] * 127)));
            outputData[++outIdx] = (byte)(Math.Max(0, Math.Min(255, 127 + leftStick[1] * 127)));

            float[] rightStick = hidReport.GetStick2();             // 127 is 0
            outputData[++outIdx] = (byte)(Math.Max(0, Math.Min(255, 127 + rightStick[0] * 127)));
            outputData[++outIdx] = (byte)(Math.Max(0, Math.Min(255, 127 + rightStick[1] * 127)));

            //we don't have analog buttons so just use the Button enums (which give either 0 or 0xFF)
            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_LEFT : Joycon.Button.Y)) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_DOWN : Joycon.Button.B)) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_RIGHT : Joycon.Button.A)) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_UP : Joycon.Button.X)) ? (byte)0xFF : (byte)0;

            outputData[++outIdx] = (hidReport.GetButton(!swapXY ? (isLeft ? Joycon.Button.Y : Joycon.Button.DPAD_LEFT) : (isLeft ? Joycon.Button.X : Joycon.Button.DPAD_UP))) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(!swapAB ? (isLeft ? Joycon.Button.B : Joycon.Button.DPAD_DOWN) : (isLeft ? Joycon.Button.A : Joycon.Button.DPAD_RIGHT))) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(!swapAB ? (isLeft ? Joycon.Button.A : Joycon.Button.DPAD_RIGHT) : (isLeft ? Joycon.Button.B : Joycon.Button.DPAD_DOWN))) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(!swapXY ? (isLeft ? Joycon.Button.X : Joycon.Button.DPAD_UP) : (isLeft ? Joycon.Button.Y : Joycon.Button.DPAD_LEFT))) ? (byte)0xFF : (byte)0;

            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER2_1 : Joycon.Button.SHOULDER_1)) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER_1 : Joycon.Button.SHOULDER2_1)) ? (byte)0xFF : (byte)0;

            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER2_2 : Joycon.Button.SHOULDER_2)) ? (byte)0xFF : (byte)0;
            outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.SHOULDER_2 : Joycon.Button.SHOULDER2_2)) ? (byte)0xFF : (byte)0;

            outIdx++;

            //DS4 only: touchpad points
            for (int i = 0; i < 2; i++)
            {
                outIdx += 6;
            }

            //motion timestamp
            Array.Copy(BitConverter.GetBytes(hidReport.Timestamp), 0, outputData, outIdx, 8);
            outIdx += 8;

            //accelerometer
            {
                var accel = hidReport.GetAccel();
                if (accel != null)
                {
                    Array.Copy(BitConverter.GetBytes(accel.Y), 0, outputData, outIdx, 4);
                    outIdx += 4;
                    Array.Copy(BitConverter.GetBytes(-accel.Z), 0, outputData, outIdx, 4);
                    outIdx += 4;
                    Array.Copy(BitConverter.GetBytes(accel.X), 0, outputData, outIdx, 4);
                    outIdx += 4;
                }
                else
                {
                    outIdx += 12;
                    Console.WriteLine("No accelerometer reported.");
                }
            }

            //gyroscope
            {
                var gyro = hidReport.GetGyro();
                if (gyro != null)
                {
                    Array.Copy(BitConverter.GetBytes(gyro.Y), 0, outputData, outIdx, 4);
                    outIdx += 4;
                    Array.Copy(BitConverter.GetBytes(gyro.Z), 0, outputData, outIdx, 4);
                    outIdx += 4;
                    Array.Copy(BitConverter.GetBytes(gyro.X), 0, outputData, outIdx, 4);
                    outIdx += 4;
                }
                else
                {
                    outIdx += 12;
                    Console.WriteLine("No gyroscope reported.");
                }
            }

            return(true);
        }
示例#29
0
    void JoyconMethod()
    {
        // make sure the Joycon only gets checked if attached
        if (joycons.Count > 0)
        {
            Joycon j = joycons [jc_ind];


            // GetButtonDown checks if a button has been pressed (not held)
            if (canSpawnSpriteMask)
            {
                if (j.GetButtonDown(Joycon.Button.SHOULDER_2) && !isCuttingAnim)
                {
                    //Debug.Log ("Shoulder button 2 pressed");
                    j.SetRumble(160, 320, 0.6f, 200);
                    Shrink spriteMask = Instantiate(spriteMaskPrefab, transform.position, transform.rotation);
                    spriteMask.playerRedController = this;
                    numOfMasksSpawnable--;
                    isCuttingAnim = true;
                    audio.Play();
                }
            }


            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                //Debug.Log ("Shoulder button 2 released");
                isCuttingAnim = false;
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            if (j.GetButton(Joycon.Button.SHOULDER_2))
            {
                //Debug.Log ("Shoulder button 2 held");
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                //Debug.Log ("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                //j.SetRumble (160, 320, 0.6f, 200);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            stick = j.GetStick();

            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            orientation = j.GetVector();

            if (j.GetButton(Joycon.Button.DPAD_UP))
            {
                transform.Translate(0f, moveSpeedY, 0f, Space.World);
            }
            else
            {
            }

            if (j.GetButton(Joycon.Button.DPAD_DOWN))
            {
                transform.Translate(0f, -moveSpeedY, 0f, Space.World);
            }
            else
            {
            }

            if (j.GetButton(Joycon.Button.DPAD_LEFT))
            {
                transform.Translate(-moveSpeedX, 0f, 0f, Space.World);
            }
            else
            {
            }

            if (j.GetButton(Joycon.Button.DPAD_RIGHT))
            {
                transform.Translate(moveSpeedX, 0f, 0f, Space.World);
            }
            else
            {
            }

            float   zOnly  = orientation.eulerAngles.z;
            Vector3 newRot = new Vector3(gameObject.transform.localRotation.x, gameObject.transform.localRotation.y, zOnly);
            //gameObject.transform.eulerAngles = newRot;


            Quaternion targetRotation = Quaternion.Euler(newRot);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, degreesPerSec * Time.deltaTime);

            //gameObject.transform.rotation = orientation;
        }
    }
示例#30
0
    // Update is called once per frame
    void Update()
    {
        // make sure the Joycon only gets checked if attached
        if (j != null && j.state > Joycon.state_.ATTACHED)
        {
            // Gyro values: x, y, z axis values (in radians per second)
            gyro = j.GetGyro();

            // Accel values:  x, y, z axis values (in Gs)
            accel = j.GetAccel();

            stick = j.GetStick();

            orientation = j.GetVector();
            gameObject.transform.rotation = orientation;

            //Test motion detection
            //x-rotation -> turn tetrimino
            //z-rotation -> move tetrimino
            //tilt forward (rotation.Y and rotation.Z negative) -> make tetrimino go faster

            if (gyro.x <= -20 && !_isMoving)
            {
                Debug.Log(gyro.x);
                StartCoroutine(TurnLeft());
            }


            if (gyro.x >= 20 && !_isMoving)
            {
                Debug.Log(gyro.x);
                StartCoroutine(TurnRight());
            }

            if (gyro.z <= -5 && !_isMoving)
            {
                Debug.Log(gyro.z);
                StartCoroutine(MoveLeft());
            }


            if (gyro.z >= 5 && !_isMoving)
            {
                Debug.Log(gyro.z);
                StartCoroutine(MoveRight());
            }

            if (orientation.w < 0.44)
            {
                Debug.Log("Tetrimino falling faster");
            }


            // GetButtonDown checks if a button has been pressed (not held)
            if (j.GetButtonDown(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 pressed");
                // GetStick returns a 2-element vector with x/y joystick components
                Debug.Log(string.Format("Stick x: {0:N} Stick y: {1:N}", j.GetStick()[0], j.GetStick()[1]));

                // Joycon has no magnetometer, so it cannot accurately determine its yaw value. Joycon.Recenter allows the user to reset the yaw value.
                j.Recenter();
            }
            // GetButtonDown checks if a button has been released
            if (j.GetButtonUp(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 released");
            }
            // GetButtonDown checks if a button is currently down (pressed or held)
            if (j.GetButton(Joycon.Button.SHOULDER_2))
            {
                Debug.Log("Shoulder button 2 held");
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_DOWN))
            {
                Debug.Log("Rumble");

                // Rumble for 200 milliseconds, with low frequency rumble at 160 Hz and high frequency rumble at 320 Hz. For more information check:
                // https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/blob/master/rumble_data_table.md

                j.SetRumble(160, 320, 0.6f, 200);

                // The last argument (time) in SetRumble is optional. Call it with three arguments to turn it on without telling it when to turn off.
                // (Useful for dynamically changing rumble values.)
                // Then call SetRumble(0,0,0) when you want to turn it off.
            }

            if (j.GetButtonDown(Joycon.Button.DPAD_LEFT))
            {
                j.Recenter();
            }
        }
    }