private void InitiatePolygonalBuilding() { if (CurrentPolygonWall == null) { // save mouse start position GlobalManagement.Instance.BuildingStartLocation = MousePosition.PxToMeter(); NewPolygonalBuildingWalls = new List <WallElement>(); } // create wall of building CurrentPolygonWall = new WallElement(new Wall() { Name = Constants.DefaultWallName }); Point meterPosition = MousePosition.PxToMeter(); CurrentPolygonWall.X1 = meterPosition.X; CurrentPolygonWall.Y1 = meterPosition.Y; CurrentPolygonWall.X2 = meterPosition.X; CurrentPolygonWall.Y2 = meterPosition.Y; NewPolygonalBuildingWalls.Add(CurrentPolygonWall); // add wall to map MapEntities.Add(CurrentPolygonWall); }
public void Update() { if (!activated) { CheckSafety(); HeroPlacement(); } else { if (health <= 0) { Death(); } } index = gameplay.heroes.IndexOf(this); mousePosition = MousePosition.Instance().position; HealthRender(); if (enemiesInRange.Count == 0) { Detection(false); numberOfTargets = 0; focus = null; } if (xp >= toNextLevel) { LevelUp(); } }
private void LayoutEditor_MouseUp(object sender, MouseEventArgs e) { if (!IsDragging) { if (e.Button.HasFlag(MouseButtons.Right)) { var p = PointToScreen(new Point(e.X, e.Y)); if (_barrels == null) { showBarrelsToolStripMenuItem.Enabled = showBarrelsToolStripMenuItem.Checked = false; } if (Image == null) { showImageToolStripMenuItem.Enabled = showImageToolStripMenuItem.Checked = false; } if (_engines == null) { showEnginesToolStripMenuItem.Enabled = showEnginesToolStripMenuItem.Checked = false; } contextMenuStrip1.Show(p); } return; } var celltype = _mouseButton == MouseButtons.Left ? SelectedCategory : EraseCategory; var cellIndex = PointToCellIndex(e.X, e.Y); var position = new MousePosition(e.X, e.Y, cellIndex); _selectedBrush.OnMouseUp(position, _layout, celltype); _mouseButton = MouseButtons.None; Invalidate(); }
public void Launch(GameObject launchSite, int count) { // DebugScript = DebugCollider.GetComponent<DebugGameScript>(); // DebugScript.Collider = Collider; MissileCount++; missileCommnandScript.MissileLaunched(); TargetPoint = MousePosition.ToWorldSpace().ChangeZ(Z); MarkTarget(TargetPoint); var shape2d = gameObject.GetComponent <Shapes2D.Shape>(); //shape2d.enabled = false; var spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); spriteRenderer.enabled = false; Vector3[] poses1 = new Vector3[2]; lineRenderer.GetPositions(poses1); var pos = launchSite.transform.position; pos.z = Z; LaunchPoint = new SpacePoint(Graphics.Space.World, pos); poses1[0] = poses1[1] = LaunchPoint.Position; lineRenderer.SetPositions(poses1); Delta = Delta(LaunchPoint, TargetPoint); lineRenderer.enabled = true; tweener = Tweener2d.LinearTweener(LaunchPoint.Position, TargetPoint.Position, Velocity).GetEnumerator(); State = PlayerMissileState.Traveling; }
private IObject findObject(IViewport viewport, MousePosition position, Predicate <IObject> filter) { List <IObject> visibleObjects = _displayList.GetDisplayList(viewport); return(getObjectAt(visibleObjects, position.GetViewportX(viewport), position.GetViewportY(viewport), viewport, filter)); }
private void MouseService_MousePositionChanged(MousePosition position) { this.Invoke(new MethodInvoker(delegate { mousePositionLabels[mousePositionLabels.Keys.First()].Text = "Mouse pos: " + position.X + ", " + position.Y; })); }
private void HandleAim() { var mousePos = MousePosition.GetMouseWorldPosition(Input.mousePosition, Camera.main); var aimDirection = (mousePos - transform.position).normalized; var angle = Mathf.Atan2(aimDirection.y, aimDirection.x) * Mathf.Rad2Deg; aimTransform.eulerAngles = new Vector3(0, 0, angle); var localScale = new Vector3(0.5f, 0.5f, 1f); if (angle > 90 || angle < -90) { gameObject.transform.rotation = new Quaternion(0, 180, 0, 0); localScale.y = -0.5f; } else { gameObject.transform.rotation = new Quaternion(0, 0, 0, 0); localScale.y = 0.5f; } aimTransform.localScale = localScale; }
public override void UseSpell() { timer += Time.deltaTime; if (Input.GetButton("Fire1") && Player.energy > energyCost) { if (timer > 0.5f) { timer = 0; } else { return; } Player.energy -= energyCost; Destroy(Instantiate(particleSystem, transform.position, Quaternion.Euler(0, 0, Player.rotationZ)).gameObject, 3f); Vector3 mousePos = MousePosition.GetMouseWorldPosition(); Vector3 aimDirection = (mousePos - transform.position).normalized; RaycastHit2D hit = Physics2D.Raycast(transform.position, aimDirection, 15f); Debug.Log(hit.collider); ApplyDamage(hit.collider); Destroy(Instantiate(GameLogic.Instance.expolionPaticles, hit.collider.transform.position, Quaternion.identity), 0.5f); } }
private void updateEditorCursor(MousePosition mousePosition) { if (IsPaused) { if (_editorState.Cursor != null) return; _editorState.Cursor = _pointer; return; } var viewport = _game.State.Viewport; var projectBottom = _windowInfo.AppWindowHeight - viewport.ScreenArea.Y - viewport.ProjectionBox.Y * viewport.ScreenArea.Height; var projectTop = projectBottom - viewport.ProjectionBox.Height * viewport.ScreenArea.Height; if (mousePosition.XWindow < viewport.ScreenArea.X || mousePosition.XWindow > viewport.ScreenArea.X + viewport.ScreenArea.Width || mousePosition.YWindow < projectTop || mousePosition.YWindow > projectBottom) { _editorState.Cursor = _pointer; } else { _editorState.Cursor = null; } }
void Start() { mousePosition = GetComponent <MousePosition>(); argsBuffer = new ComputeBuffer(1, args.Length * sizeof(uint), ComputeBufferType.IndirectArguments); UpdateBuffers(); }
private void pnlTitle_MouseMove(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { Location = MousePosition.Diff(dicMousePoint[e.Button]); } }
private void MoveToCursor() { Vector3 worldMPos = MousePosition.GetMouseWorldPos(0f, cam); this.transform.position = new Vector3(worldMPos.x, worldMPos.y, this.transform.position.z); //this.transform.position = Vector3.Lerp(this.transform.position, worldMPos, 6f); }
private void TriggerAttack() { var mousePos = Input.mousePosition; var direction = MousePosition.GetMouseWorldPosition(mousePos, mainCamera); var attackDirection = (transform.position - direction).normalized; var angle = Mathf.Atan2(attackDirection.y, attackDirection.x) * Mathf.Rad2Deg; if ((angle < -135 && angle > -180) || (angle > 135 && angle < 180)) { animator.SetTrigger("Attack_S"); currentAttackPoint = attackPoints[0]; rendererTransform.rotation = new Quaternion(0, 0, 0, 0); } else if (angle > -45 && angle < 45) { animator.SetTrigger("Attack_S"); currentAttackPoint = attackPoints[1]; rendererTransform.rotation = new Quaternion(0, 180, 0, 0); } else if (angle < -45 && angle > -135) { currentAttackPoint = attackPoints[2]; animator.SetTrigger("Attack_U"); } else if (angle > 45 && angle < 135) { currentAttackPoint = attackPoints[3]; animator.SetTrigger("Attack_D"); } }
public bool InputOutsideRectangle(Rectangle rect, InputState state) { if (!rect.Contains(MousePosition.ToPoint())) { return(LMBState == state || RMBState == state || MMBState == state); } return(false); }
/// <summary> /// This method will call the OnMouseMove event exposed from the library and pass on the location of the mouse pointer. /// </summary> /// <param name="e">Argument passed by the MouseEvent under the Internal GlobalMouseHook.</param> /// <returns>Returns true if the event was handled and false if not.</returns> bool MouseMove(InternalGlobalMouseHook.POINT mousePos) { //Compared to the previous two methods, we just need the position of the mouse as it moved. MousePosition mousePosition = new MousePosition(mousePos.x, mousePos.y); GlobalMouseEventArgs globalMouseEventArgs = new GlobalMouseEventArgs(GHMouseButtons.None, mousePosition); //No button was pressed. We only need to pass on the mousePosition to the event. return(CallEvent(OnMouseMove, globalMouseEventArgs)); }
private void setMousePosition(MousePositionEventArgs e) { float x = convertX(e.MousePosition.XWindow); float y = convertY(e.MousePosition.YWindow); MousePosition = new MousePosition(x, y, _coordinates); _hitTest.Refresh(MousePosition); }
private void setMousePosition(MousePositionEventArgs e) { float x = convertX(e.MousePosition.XWindow); float y = convertY(e.MousePosition.YWindow); updateWindowSizeFunctions(); MousePosition = new MousePosition(x, y, _state.Viewport); }
protected override void OnProcessOutputSchema(MutableObject newSchema) { WorldPosition.SetValue(Vector3.one, newSchema); MousePosition.SetValue(Vector3.one, newSchema); DragActive.SetValue(true, newSchema); Router.TransmitAllSchema(newSchema); }
public static MousePosition Instance() { if (instance == null) { instance = new GameObject("MousePosition").AddComponent <MousePosition>(); } return(instance); }
public void Awake() { gameplay = Gameplay.Instance(); tavern = Tavern.Instance(); mousePosition = MousePosition.Instance(); infoPopup = InfoPopup.Instance(); selected = false; }
private void lb_ShowText_MouseMove(object sender, MouseEventArgs e) { if (ModifierKeys == Keys.Control && MouseButtons == MouseButtons.Left && this.Location != PaintManager.CurrentView.PointToClient(MousePosition.AddOffset(new Point(-MouseDownPosition.X, -MouseDownPosition.Y)))) { this.Location = PaintManager.CurrentView.PointToClient(MousePosition.AddOffset(new Point(-MouseDownPosition.X, -MouseDownPosition.Y))); } }
void OpenNewWallpaper(MousePosition pos) { var dialog = new OpenFileDialog(); if (dialog.ShowDialog() == DialogResult.OK) { Framework.Wallpaper.Set(dialog.FileName, Framework.Wallpaper.Style.Stretched); } }
private void FlipSpriteX() { Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam); Vector3 dir = (mPos - transform.position).normalized; float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; ps.facingLeft = angle > 90 || angle < -90; }
// Update is called once per frame void LateUpdate() { if (StateManager.Instance.State == GameState.targetingAbility) { if (Input.GetButtonDown("Cancel")) { Cancel(); } else if (Input.GetMouseButtonDown(0)) { Tile clicked = MousePosition.GetTile(); if (listener.GetAvailableTargets().Contains(clicked)) { StateManager.Instance.DebugPop(); listener.Notify(clicked); Tile.UnColourAll(); } } else if (_aoe == AreaOfEffect.Burst) { Tile.UnColourAll(); // colour tiles in the Area foreach (Tile t in _targets) { t.ColourMe(Color.green); } // colours tiles in the area of effect Tile mt = MousePosition.GetTile(); if (_targets.Contains(mt)) { foreach (Tile t in Burst(mt)) { t.ColourMe(Color.red); } } } else if (_aoe == AreaOfEffect.Line) { Tile.UnColourAll(); // colour tiles in the Area foreach (Tile t in _targets) { t.ColourMe(Color.green); } // colours tiles in the area of effect Tile mt = MousePosition.GetTile(); if (_targets.Contains(mt)) { foreach (Tile t in Line3(_orig, mt)) { t.ColourMe(Color.red); } } } } }
public AndroidInput(AndroidSimpleGestures gestures, AGS.API.Size virtualResolution, IGameState state, IShouldBlockInput shouldBlockInput, IGameWindowSize windowSize) { MousePosition = new MousePosition(0f, 0f, state.Viewport); _shouldBlockInput = shouldBlockInput; _windowSize = windowSize; _state = state; API.MousePosition.VirtualResolution = virtualResolution; float density = Resources.System.DisplayMetrics.Density; API.MousePosition.GetWindowWidth = () => (int)(_windowSize.GetWidth(null) - ((GLUtils.ScreenViewport.X * 2) / density)); API.MousePosition.GetWindowHeight = () => (int)(_windowSize.GetHeight(null) - ((GLUtils.ScreenViewport.Y * 2) / density)); MouseDown = new AGSEvent <AGS.API.MouseButtonEventArgs>(); MouseUp = new AGSEvent <AGS.API.MouseButtonEventArgs>(); MouseMove = new AGSEvent <MousePositionEventArgs>(); KeyDown = new AGSEvent <KeyboardEventArgs>(); KeyUp = new AGSEvent <KeyboardEventArgs>(); gestures.OnUserDrag += async(sender, e) => { if (isInputBlocked()) { return; } DateTime now = DateTime.Now; _lastDrag = now; IsTouchDrag = true; setMousePosition(e); await MouseMove.InvokeAsync(new MousePositionEventArgs(MousePosition)); await Task.Delay(300); if (_lastDrag <= now) { IsTouchDrag = false; } }; gestures.OnUserSingleTap += async(sender, e) => { if (isInputBlocked()) { return; } setMousePosition(e); LeftMouseButtonDown = true; await MouseDown.InvokeAsync(new MouseButtonEventArgs(null, MouseButton.Left, MousePosition)); await Task.Delay(250); await MouseUp.InvokeAsync(new MouseButtonEventArgs(null, MouseButton.Left, MousePosition)); LeftMouseButtonDown = false; }; AndroidGameWindow.Instance.OnNewView += onViewChanged; onViewChanged(null, AndroidGameWindow.Instance.View); }
private void ProcessMousePositionUpdate(MousePosition mousePosition) { if (ConfigurationService.InstanceId == mousePosition.RecipientId) { if (MousePositionUpdate != null) { MousePositionUpdate(mousePosition); } } }
private Vector2 CalcDir() { Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam); Vector3 tmp = (mPos - player.position).normalized; Vector2 dir = new Vector2(-Mathf.Round(tmp.x), -Mathf.Round(tmp.y)); //Vector2 dir = new Vector2(-tmp.x, -tmp.y); Debug.Log("DIR: " + dir); return(dir); }
private Vector3 calcTargetPos(float x, float y) { Vector3 mPos = MousePosition.GetMouseWorldPos(6f, cam); Vector3 tPos = (player.position + mPos) / 2f; tPos.x = Mathf.Clamp(tPos.x, -x + player.position.x, x + player.position.x); tPos.y = Mathf.Clamp(tPos.y, -y + player.position.y, y + player.position.y); return(tPos); }
// Called once in its life time private void Awake() { this.cursor = this.GetComponent <Image>(); this.rectTransform = this.GetComponent <RectTransform>(); this.mouseScreenBehaviour = this.GetComponent <MouseScreenBehaviour>(); this.mouseSelectionBehaviour = this.GetComponent <MouseSelectionBehaviour>(); this.mousePosition = new MousePosition(); }
public void ATestyTest() { MousePosition postion = new MousePosition(); postion.X = 10; postion.Y = 10; IrisCore.MouseService.SetMousePosition(postion); }
public bool Contains(MousePosition.MousePosition point) { return Contains(point.GridPoint.X, point.GridPoint.Y); }
public MapChip GetChip(MousePosition.MousePosition select) { return _mapChipList[select.GridPoint.Y, select.GridPoint.X]; }
/// <summary> /// Update this instance. /// </summary> void Update () { // Right mouse button - explode any sprite the we click on if(Input.GetMouseButtonDown(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.LeftAlt))) { Vector3 mouseWorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); mouseWorldPosition.z = Camera.main.transform.position.z; RaycastHit2D rayCastResult = Physics2D.Raycast(mouseWorldPosition, new Vector3(0, 0, 0), 0.0f); if (rayCastResult.rigidbody) { if(Input.GetKey(KeyCode.LeftControl)) { SpriteSlicer2D.ExplodeSprite(rayCastResult.rigidbody.gameObject, 16, 400.0f, true, ref m_SlicedSpriteInfo); if(m_SlicedSpriteInfo.Count == 0) { // Couldn't cut for whatever reason, add some force anyway rayCastResult.rigidbody.AddForce(new Vector2(0.0f, 400.0f)); } } } } // Left mouse button - hold and swipe to cut objects else if(Input.GetMouseButton(0)) { bool mousePositionAdded = false; m_MouseRecordTimer -= Time.deltaTime; // Record the world position of the mouse every x seconds if(m_MouseRecordTimer <= 0.0f) { MousePosition newMousePosition = new MousePosition(); newMousePosition.m_WorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); newMousePosition.m_Time = Time.time; m_MousePositions.Add(newMousePosition); m_MouseRecordTimer = m_MouseRecordInterval; mousePositionAdded = true; // Remove the first recorded point if we've recorded too many if(m_MousePositions.Count > m_MaxMousePositions) { m_MousePositions.RemoveAt(0); } } // Forget any positions that are too old to care about if(m_MousePositions.Count > 0 && (Time.time - m_MousePositions[0].m_Time) > m_MouseRecordInterval * m_MaxMousePositions) { m_MousePositions.RemoveAt(0); } // Go through all our recorded positions and slice any sprites that intersect them if(mousePositionAdded) { for(int loop = 0; loop < m_MousePositions.Count - 1; loop++) { SpriteSlicer2D.SliceAllSprites(m_MousePositions[loop].m_WorldPosition, m_MousePositions[m_MousePositions.Count - 1].m_WorldPosition, true, ref m_SlicedSpriteInfo); if(m_SlicedSpriteInfo.Count > 0) { // Add some force in the direction of the swipe so that stuff topples over rather than just being // sliced but remaining stationary for(int spriteIndex = 0; spriteIndex < m_SlicedSpriteInfo.Count; spriteIndex++) { for(int childSprite = 0; childSprite < m_SlicedSpriteInfo[spriteIndex].ChildObjects.Count; childSprite++) { Vector2 sliceDirection = m_MousePositions[m_MousePositions.Count - 1].m_WorldPosition - m_MousePositions[loop].m_WorldPosition; sliceDirection.Normalize(); m_SlicedSpriteInfo[spriteIndex].ChildObjects[childSprite].GetComponent<Rigidbody2D>().AddForce(sliceDirection * 500.0f); } } m_MousePositions.Clear(); break; } } } if(m_TrailRenderer) { Vector3 trailPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); trailPosition.z = -9.0f; m_TrailRenderer.transform.position = trailPosition; } } else { m_MousePositions.Clear(); } // Sliced sprites sharing the same layer as standard Unity sprites could increase the draw call count as // the engine will have to keep swapping between rendering SlicedSprites and Unity Sprites.To avoid this, // move the newly sliced sprites either forward or back along the z-axis after they are created for(int spriteIndex = 0; spriteIndex < m_SlicedSpriteInfo.Count; spriteIndex++) { for(int childSprite = 0; childSprite < m_SlicedSpriteInfo[spriteIndex].ChildObjects.Count; childSprite++) { Vector3 spritePosition = m_SlicedSpriteInfo[spriteIndex].ChildObjects[childSprite].transform.position; spritePosition.z = -1.0f; m_SlicedSpriteInfo[spriteIndex].ChildObjects[childSprite].transform.position = spritePosition; } } if(m_FadeFragments) { // If we've chosen to fade out fragments once an object is destroyed, add a fade and destroy component for (int spriteIndex = 0; spriteIndex < m_SlicedSpriteInfo.Count; spriteIndex++) { for (int childSprite = 0; childSprite < m_SlicedSpriteInfo[spriteIndex].ChildObjects.Count; childSprite++) { if (!m_SlicedSpriteInfo[spriteIndex].ChildObjects[childSprite].GetComponent<Rigidbody2D>().isKinematic) { m_SlicedSpriteInfo[spriteIndex].ChildObjects[childSprite].AddComponent<FadeAndDestroy>(); } } } } m_SlicedSpriteInfo.Clear(); }