private void Update() { if (NRInput.GetButtonDown(ControllerButton.HOME) && ARCinimaScene.isActive) { OnCancel(); } }
private void Update() { if (NRInput.GetButtonDown(ControllerButton.HOME)) { GoToMainScene(); } }
private void Update() { if (NRInput.GetButtonDown(ControllerButton.HOME) && !Key.Equals("cinima") && isActive) { SceneSwitchManager.Instance.GoToMainScene(); } }
void Update() { // If the player doesn't click the trigger button, we are done with this update. if (!NRInput.GetButtonDown(ControllerButton.TRIGGER)) { return; } //code to Instantiate multiple Andy Models // Get controller laser origin. Transform laserAnchor = NRInput.AnchorsHelper.GetAnchor(ControllerAnchorEnum.RightLaserAnchor); RaycastHit hitResult; if (Physics.Raycast(new Ray(laserAnchor.transform.position, laserAnchor.transform.forward), out hitResult, 10)) { if (hitResult.collider.gameObject != null && hitResult.collider.gameObject.GetComponent <NRTrackableBehaviour>() != null) { var behaviour = hitResult.collider.gameObject.GetComponent <NRTrackableBehaviour>(); if (behaviour.Trackable.GetTrackableType() != TrackableType.TRACKABLE_PLANE) { return; } // Instantiate Andy model at the hit point / compensate for the hit point rotation. //Instantiate(AndyPlanePrefab, hitResult.point, Quaternion.identity, behaviour.transform); //Debug.Log(hitResult.point.ToString()); //code to Instantiate multiple Andy Models } } }
void Update() { #region PlayersTurnNr Logic //Player has to press trigger button to go on if (!NRInput.GetButtonDown(ControllerButton.TRIGGER)) { return; } //Must have 2 players in room if (PhotonNetwork.PlayerList.Length < 2) { return; } //Must be players turn if (PhotonNetwork.LocalPlayer.ActorNumber != PlayerInPlay) { return; } #endregion PlayersTurnNr Logic #region Select GameField // Get controller laser origin. Transform laserAnchor = NRInput.AnchorsHelper.GetAnchor(NRInput.RaycastMode == RaycastModeEnum.Gaze ? ControllerAnchorEnum.GazePoseTrackerAnchor : ControllerAnchorEnum.RightLaserAnchor); //Ray ray; if (Physics.Raycast(new Ray(laserAnchor.transform.position, laserAnchor.transform.forward), out hit, 20)) { photonView.RPC("exoh_prefab", RpcTarget.All, hit.transform.position, Quaternion.identity, hit.transform.name); } #endregion Select GameField }
private void Update() { if (NRInput.GetButtonDown(ControllerButton.HOME)) { OnCancel(); } }
private void Update() { if ((NRInput.GetButtonDown(ControllerButton.APP) || Input.GetKeyDown(KeyCode.Q)) && m_IsInTest) { BackToMainPage(); } if (Input.GetKeyDown(KeyCode.S)) { JumpTo(TestType.Slam); } if (Input.GetKeyDown(KeyCode.P)) { JumpTo(TestType.Plane); } if (Input.GetKeyDown(KeyCode.M)) { JumpTo(TestType.Marker); } if (Input.GetKeyDown(KeyCode.O)) { JumpTo(TestType.M2p); } if (Input.GetKeyDown(KeyCode.N)) { JumpTo(TestType.SingleMarker); } }
private void Update() { if (NRInput.GetButtonDown(ControllerButton.HOME) || Input.GetKeyDown(KeyCode.R)) { NRSessionManager.Instance.Recenter(); } CheckQuit(); }
private void PrintInputState() { Debug.LogFormat("istouching:{0} getbutton app:{1} trigger:{2} home:{3} \n" + "getbuttondown app:{4} trigger:{5} home:{6} \n" + "getbuttonup app:{7} trigger:{8} home:{9} \n" + "origin touch:[{10}] gettouch:{11}", NRInput.IsTouching(), NRInput.GetButton(ControllerButton.APP), NRInput.GetButton(ControllerButton.TRIGGER), NRInput.GetButton(ControllerButton.HOME) , NRInput.GetButtonDown(ControllerButton.APP), NRInput.GetButtonDown(ControllerButton.TRIGGER), NRInput.GetButtonDown(ControllerButton.HOME) , NRInput.GetButtonUp(ControllerButton.APP), NRInput.GetButtonUp(ControllerButton.TRIGGER), NRInput.GetButtonUp(ControllerButton.HOME) , NRVirtualDisplayer.SystemButtonState.ToString(), NRInput.GetTouch(m_CurrentDebugHand).ToString("F3")); }
private void Update() { if (Input.GetKeyDown(KeyCode.Space) || NRInput.GetButtonDown(ControllerButton.APP)) { PreviewScreen.gameObject.SetActive(!PreviewScreen.gameObject.activeInHierarchy); NRInput.LaserVisualActive = !PreviewScreen.gameObject.activeInHierarchy; NRInput.ReticleVisualActive = !PreviewScreen.gameObject.activeInHierarchy; } this.BindPreviewTOController(); }
private void Update() { if (Input.GetKeyDown(KeyCode.R) || NRInput.GetButtonDown(ControllerButton.TRIGGER)) { Recorder.StartRecord(); } if (Input.GetKeyDown(KeyCode.T) || NRInput.GetButtonDown(ControllerButton.HOME)) { Recorder.StopRecord(); } }
/// <summary> Updates this object. </summary> void Update() { if (Input.GetKeyDown(KeyCode.Space) || NRInput.GetButtonDown(ControllerButton.TRIGGER)) { TakeAPhoto(); } if (m_PhotoCaptureObject != null) { Previewer.SetData(m_PhotoCaptureObject.PreviewTexture, true); } }
/// <summary> Updates this object. </summary> private void Update() { if (NRInput.GetAvailableControllersCount() < 2) { m_CurrentDebugHand = NRInput.DomainHand; } else { if (NRInput.GetButtonDown(ControllerHandEnum.Right, ControllerButton.TRIGGER)) { m_CurrentDebugHand = ControllerHandEnum.Right; } else if (NRInput.GetButtonDown(ControllerHandEnum.Left, ControllerButton.TRIGGER)) { m_CurrentDebugHand = ControllerHandEnum.Left; } } if (NRInput.GetButtonDown(m_CurrentDebugHand, ControllerButton.TRIGGER)) { AddExtraInfo("trigger_btn_down"); } if (NRInput.GetButtonDown(m_CurrentDebugHand, ControllerButton.HOME)) { AddExtraInfo("home_btn_down"); } if (NRInput.GetButtonDown(m_CurrentDebugHand, ControllerButton.APP)) { AddExtraInfo("app_btn_down"); } if (NRInput.GetButtonUp(m_CurrentDebugHand, ControllerButton.TRIGGER)) { AddExtraInfo("trigger_btn_up"); } if (NRInput.GetButtonUp(m_CurrentDebugHand, ControllerButton.HOME)) { AddExtraInfo("home_btn_up"); } if (NRInput.GetButtonUp(m_CurrentDebugHand, ControllerButton.APP)) { AddExtraInfo("app_btn_up"); } FollowMainCam(); RefreshInfoTexts(); }
private void Update() { if (Input.GetKeyDown(KeyCode.Space) || NRInput.GetButtonDown(ControllerButton.APP)) { Root.SetActive(!Root.activeInHierarchy); NRInput.LaserVisualActive = !Root.activeInHierarchy; NRInput.ReticleVisualActive = !Root.activeInHierarchy; } if (isBindToController) { this.BindPreviewTOController(); } }
void Update() { if (NRInput.GetButtonDown(ControllerButton.TRIGGER)) { RGBCamTexture.Play(); } if (NRInput.GetButtonDown(ControllerButton.HOME)) { RGBCamTexture.Stop(); } FrameCount.text = RGBCamTexture.FrameCount.ToString(); }
/// <summary> Updates this object. </summary> private void Update() { if (NRInput.GetButtonDown(ControllerButton.TRIGGER)) { m_PreviousPos = NRInput.GetTouch(); } else if (NRInput.GetButton(ControllerButton.TRIGGER)) { UpdateScroll(); } else if (NRInput.GetButtonUp(ControllerButton.TRIGGER)) { m_PreviousPos = Vector2.zero; } }
/// <summary> Updates this object. </summary> void Update() { if (vibrationButtons == null || vibrationButtons.Length == 0) { return; } for (int i = 0; i < vibrationButtons.Length; i++) { if (NRInput.GetButtonDown(ControllerHandEnum.Right, vibrationButtons[i])) { NRInput.TriggerHapticVibration(ControllerHandEnum.Right, vibrationTime); } if (NRInput.GetButtonDown(ControllerHandEnum.Left, vibrationButtons[i])) { NRInput.TriggerHapticVibration(ControllerHandEnum.Left, vibrationTime); } } }
private void Update() { if (isPlaying) { currentTime += Time.deltaTime; m_Slider.value = currentTime * 1000 / (long)m_Player.Info.GetDurationMs(); m_CurrentTime.text = NRealTool.GetTimeByMSeconds((long)(currentTime * 1000)) + " / " + NRealTool.GetTimeByMSeconds((long)m_Player.Info.GetDurationMs()); } if (Input.GetKeyUp(KeyCode.Space)) { OnPlayBtnClick(null); } if (NRInput.GetButtonDown(ControllerButton.HOME)) { CancleLock(); } }
bool IInputController.IsDown(ButtonType type) { switch (type) { case ButtonType.One: return(NRInput.GetButtonDown(_inputSettings.One)); case ButtonType.Two: return(NRInput.GetButtonDown(_inputSettings.Two)); case ButtonType.Three: return(NRInput.GetButtonDown(_inputSettings.Three)); case ButtonType.Four: return(NRInput.GetButtonDown(_inputSettings.Four)); default: return(false); } }
private void JudgeDrop() { if (!IsMoveable) { return; } if (!IsBeingSelected) { return; } if (NRInput.GetButtonDown(ControllerButton.TRIGGER)) { m_TriggerDownTime = Time.time; m_TouchDownPos = NRInput.GetTouch(); } if (NRInput.GetButton(ControllerButton.TRIGGER) && !m_TouchMoved) { m_TouchMoved = Vector2.Distance(NRInput.GetTouch(), m_TouchDownPos) > JUDGE_TOUCH_MOVED_DISTANCE; } if (NRInput.GetButtonUp(ControllerButton.TRIGGER)) { if ((Time.time - m_TriggerDownTime) < SelectingRaycaster.clickInterval) { forceDeselectOnce = true; } if (NRInput.GetControllerType() == ControllerType.CONTROLLER_TYPE_PHONE && m_TouchMoved) { forceDeselectOnce = false; } m_TouchMoved = false; } else if (NRInput.GetButtonUp(ControllerButton.HOME)) { forceDeselectOnce = true; } if (forceDeselectOnce) { forceDeselectOnce = false; Deselected(); } }
void Update() { if (m_VideoCapture == null) { return; } if (Input.GetKeyDown(KeyCode.R) || NRInput.GetButtonDown(ControllerButton.TRIGGER)) { StartVideoCapture(); Previewer.SetData(m_VideoCapture.PreviewTexture, true); } if (Input.GetKeyDown(KeyCode.T) || NRInput.GetButtonDown(ControllerButton.HOME)) { StopVideoCapture(); Previewer.SetData(m_VideoCapture.PreviewTexture, false); } }
private void CheckQuit() { if (Input.GetKeyDown(KeyCode.Escape)) { QuitApplication(); return; } #if !UNITY_EDITOR if (!hasNRInput) { if (Input.GetMouseButtonDown(1)) { QuitApplication(); } return; } #endif if (quitLongPressTime == 0f && NRInput.GetButtonDown(ControllerButton.HOME)) { QuitApplication(); return; } if (NRInput.GetButton(ControllerButton.HOME)) { quitTimer += Time.deltaTime; if (quitTimer > quitLongPressTime) { quitTimer = 0f; QuitApplication(); } } else { quitTimer = 0f; } }
void Update() { if (Input.GetKeyDown(KeyCode.T) || NRInput.GetButtonDown(ControllerButton.TRIGGER)) { TakeAPhoto(); } if (Input.GetKeyDown(KeyCode.Q) || NRInput.GetButtonDown(ControllerButton.HOME)) { Close(); } if (Input.GetKeyDown(KeyCode.O) || NRInput.GetButtonDown(ControllerButton.APP)) { Create(); } if (photoCaptureObject != null) { Previewer.SetData(photoCaptureObject.CaptureBehaviour.PreviewTexture, true); } }
private void Update() { if (NRInput.GetButtonDown(ControllerButton.TRIGGER)) { NRInput.TriggerHapticVibration(0.5f); AddExtraInfo("trigger_btn_down"); } if (NRInput.GetButtonDown(ControllerButton.HOME)) { AddExtraInfo("home_btn_down"); } if (NRInput.GetButtonDown(ControllerButton.APP)) { AddExtraInfo("app_btn_down"); } if (NRInput.GetButtonUp(ControllerButton.TRIGGER)) { AddExtraInfo("trigger_btn_up"); } if (NRInput.GetButtonUp(ControllerButton.HOME)) { AddExtraInfo("home_btn_up"); } if (NRInput.GetButtonUp(ControllerButton.APP)) { AddExtraInfo("app_btn_up"); } FollowMainCam(); RefreshInfoTexts(); }
private void Update() { brain1 = GameObject.Find("Brain"); solar = GameObject.Find("Rotate"); var rotate = solar.GetComponent <Button>(); var button = brain1.GetComponent <Button>(); // var button2 = button.onClick.AddListener(() => { if (brn == false) { brn = true; brnenum = brnlist.Brain2; brainText.text = "Brain 2"; } else { brn = false; brnenum = brnlist.Brain1; brainText.text = "Brain 1"; } }); rotate.onClick.AddListener(() => { if (controlZoom == false) { controlZoom = true; buttonText.text = "Zoom"; } else { controlZoom = false; buttonText.text = "Rotate"; } }); switch (brnenum) { case brnlist.Brain1: brain1.SetActive(true); brain2.SetActive(false); break; case brnlist.Brain2: brain1.SetActive(false); brain2.SetActive(true); break; } if (NRInput.GetButtonDown(ControllerButton.TRIGGER)) { m_PreviousPos = NRInput.GetTouch(); } else if (NRInput.GetButton(ControllerButton.TRIGGER)) { UpdateScroll(); } else if (NRInput.GetButtonUp(ControllerButton.TRIGGER)) { m_PreviousPos = Vector2.zero; } }
// Update is called once per frame void Update() { // コントローラ(左手右手)情報の取得 // 複数のコントローラを使用している場合、使用したコントローラを判断するための処理。 // 今後のハンドジェスチャーを見越しての処理か? if (NRInput.GetAvailableControllersCount() < 2) { m_CurrentDebugHand = NRInput.DomainHand; } else { if (NRInput.GetButtonDown(ControllerHandEnum.Right, ControllerButton.TRIGGER)) { m_CurrentDebugHand = ControllerHandEnum.Right; } else if (NRInput.GetButtonDown(ControllerHandEnum.Left, ControllerButton.TRIGGER)) { m_CurrentDebugHand = ControllerHandEnum.Left; } } // Trigger以外のボタン動作をハンドリングするにはIPointerDownHandlerではなく、Updateでハンドリングする // Triggerだけで良ければIPointerDownHandler/IPointerUpHandlerで実装するほうが良い if (NRInput.GetButtonDown(this.m_CurrentDebugHand, ControllerButton.APP)) { this.director.WriteLog("OnPointerDown_APP"); this.currentDownButton = ControllerButton.APP; if (this.unityChanEnterState) { GetComponent <Animator>().SetTrigger("doJump"); } } else if (NRInput.GetButtonDown(this.m_CurrentDebugHand, ControllerButton.TRIGGER)) { this.director.WriteLog("OnPointerDown_TRIGGER"); this.currentDownButton = ControllerButton.TRIGGER; } else if (NRInput.GetButtonDown(this.m_CurrentDebugHand, ControllerButton.GRIP)) { this.director.WriteLog("OnPointerDown_GRID"); this.currentDownButton = ControllerButton.GRIP; } else if (NRInput.GetButtonDown(this.m_CurrentDebugHand, ControllerButton.HOME)) { this.director.WriteLog("OnPointerDown_HOME"); this.currentDownButton = ControllerButton.HOME; } else if (NRInput.GetButtonDown(this.m_CurrentDebugHand, ControllerButton.TOUCHPAD_BUTTON)) { this.director.WriteLog("OnPointerDown_TOUCHPAD_BUTTON"); this.currentDownButton = ControllerButton.TOUCHPAD_BUTTON; } if (NRInput.GetButtonUp(this.m_CurrentDebugHand, ControllerButton.APP) || NRInput.GetButtonUp(this.m_CurrentDebugHand, ControllerButton.TRIGGER) || NRInput.GetButtonUp(this.m_CurrentDebugHand, ControllerButton.GRIP) || NRInput.GetButtonUp(this.m_CurrentDebugHand, ControllerButton.HOME) || NRInput.GetButtonUp(this.m_CurrentDebugHand, ControllerButton.TOUCHPAD_BUTTON)) { this.director.WriteLog("OnPointerUp_all"); this.currentDownButton = 0; } }
// Update is called once per frame void Update() { if (staticStuff.score > 0) { score += staticStuff.score * 10; staticStuff.score = 0; } if (staticStuff.ammo > 0) { bullets += staticStuff.ammo * 10; staticStuff.ammo = 0; } if (staticStuff.carHealth < 0) { staticStuff.carHealth = 0; } // Update the score if (reloading > 0) { text.text = "Score : " + score + "\nHealth : " + Math.Round(staticStuff.carHealth, 1) + "\nAmmo : Reloading/" + bullets; } else { text.text = "Score : " + score + "\nHealth : " + Math.Round(staticStuff.carHealth, 1) + "\nAmmo : " + clip + "/" + bullets; } if (staticStuff.gameOver) { if (countdown > 0) { countdown--; } text.text = ""; endText.text = "Game Over!\nScore:" + score + "\nRestarting in " + Math.Ceiling((double)(countdown / 100) + 1) + "..."; if (countdown <= 0) { staticStuff.carHealth = staticStuff.maxCarHealth; staticStuff.score = 0; staticStuff.ammo = 0; staticStuff.zombieNum = 0; staticStuff.gameOver = false; countdown = 300; clip = 10; bullets = 20; //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); This works on laptop but crashed on nreal } } else { endText.text = ""; } if (staticStuff.carHealth <= 0) { staticStuff.gameOver = true; } // Check for an update on the car locations int recHostId; int recConnectionId; int recChannelId; byte[] recBuffer = new byte[1350]; int bufferSize = 1350; int dataSize; byte error; NetworkEventType recNetworkEvent = NetworkTransport.Receive(out recHostId, out recConnectionId, out recChannelId, recBuffer, bufferSize, out dataSize, out error); //output.text = output.text + "" + recNetworkEvent; switch (recNetworkEvent) { case NetworkEventType.Nothing: break; case NetworkEventType.ConnectEvent: Debug.Log("incoming connection event received"); //output.text = output.text + "connectEventReceived"; break; case NetworkEventType.DataEvent: Stream stream = new MemoryStream(recBuffer); BinaryFormatter formatter = new BinaryFormatter(); string message = formatter.Deserialize(stream) as string; // Parse the updated locations into the Info struct format and process it Info inf = JsonUtility.FromJson <Info>(message); updateCars(inf); //output.text = output.text + "car update received"; break; case NetworkEventType.DisconnectEvent: Debug.Log("remote client event disconnected"); break; } // Spawn coins with a wait period in between coinWaited++; if (coinWaited > coinWait) { coinWaited = 0; //GameObject newCoin = Instantiate(coin, new Vector3(UnityEngine.Random.Range(-width, width), 0.2f, 15), transform.rotation); } /* * if (staticStuff.carHealth < 50 && windowCracks.transform.position.y > 50) * { * windowCracks.transform.position -= new Vector3(0, windowCracks.transform.position.y - 0.75f, 0); * } * * if (staticStuff.carHealth > 50 && windowCracks.transform.position.y < 50) * { * windowCracks.transform.position += new Vector3(0, 100, 0); * } */ float newC = (float)(1 - Math.Round(staticStuff.carHealth / 100, 1)); cracks.SetTextureScale("_MainTex", new Vector2(newC, newC)); spawnTimer++; if (spawnTimer > spawnWait && staticStuff.zombieNum < maxZombies && !staticStuff.gameOver && spawnZs) { spawnTimer = 0; GameObject newZombie = Instantiate(zombie, new Vector3(0, 0.1f, 20), Quaternion.identity); newZombie.transform.RotateAround(center.transform.position, Vector3.up, UnityEngine.Random.Range(0, 360)); newZombie.GetComponent <zombie>().car = car; newZombie.GetComponent <zombie>().target = center; Vector3 targetDir = newZombie.transform.position - car.transform.position; float angle = Vector3.Angle(targetDir, car.transform.forward); Debug.Log("Created with angle : " + angle); if (angle > allowedAngle) { Destroy(newZombie); spawnTimer = spawnWait + 1; } else { staticStuff.zombieNum++; } } if (controllerMode) { //gun.transform.position = NRInput.GetPosition() + new Vector3(0,1,0); gun.transform.rotation = NRInput.GetRotation(); } if ((Input.GetKeyDown(KeyCode.E) || NRInput.GetButtonDown(ControllerButton.TRIGGER)) && clip > 0 && !staticStuff.gameOver) { Vector3 newRot = cam.transform.eulerAngles; //newRot.x += 90; //Debug.Log(newRot); //newRot.y += 90; //newRot.z += 90; Quaternion newRotQ = new Quaternion(newRot.x, newRot.y, newRot.z, cam.transform.localRotation.w);//.normalized; GameObject newBullet = Instantiate(bullet, bulletSpawn.transform.position, newRotQ); //newBullet.transform.parent = bulletSpawn.transform; //newBullet.transform.rotation = newRotQ; //newBullet.transform.GetChild(0).GetComponent<bullet>().rot = cam.transform.rotation; if (controllerMode) { newBullet.GetComponent <bullet>().rot = gun.transform.rotation; } else { newBullet.GetComponent <bullet>().rot = cam.transform.rotation; } clip--; } buTiWaited++; if (buTiWaited > bulletTrickleTime) { buTiWaited = 0; bullets++; } if (clip <= 0 && reloading <= 0) { reloading = 100; } if (reloading > 0 && bullets > 0) { reloading--; } if (reloading <= 0 && clip == 0) { if (bullets < 10) { clip = bullets; bullets -= clip; } if (bullets >= 10) { clip = 10; bullets -= 10; } } }
bool IInputController.IsTouchUp(ControllerType type) => NRInput.GetButtonDown(ControllerButton.TRIGGER);