// void OnGUI() { // //GUI.Label( new Rect( 0.0f, 0.0f, 200.0f, 200.0f ), m_enCurrentDirection.ToString() ); //// GUI.Box( new Rect( Screen.width * 0.5f - 125.0f, 5.0f, 250.0f, 30.0f ), m_enCurrentDirection.ToString() ); //// m_bMobileBased = GUI.Toggle( new Rect( Screen.width * 0.5f - 125.0f, 45.0f, 250.0f, 30.0f ), m_bMobileBased, "Touch Input for Mobile ( BETA! )" ); //// m_bVisualFeedback = GUI.Toggle( new Rect( Screen.width * 0.5f - 125.0f, 85.0f, 250.0f, 30.0f ), m_bVisualFeedback, "Visual Feedback" ); // // string direction8 = "8 directions"; // // if ( !m_b8Direction ) { // direction8 = "4 directions"; // GameObject.Find( "SwipeController" ).GetComponent<SwipeControl>().m_stSwipeType = SwipeControl.SWIPE_TYPE.ST_4_DIRECTION; // } // else { // GameObject.Find( "SwipeController" ).GetComponent<SwipeControl>().m_stSwipeType = SwipeControl.SWIPE_TYPE.ST_8_DIRECTION; // } // //// m_b8Direction = GUI.Toggle( new Rect( Screen.width * 0.5f - 125.0f, 125.0f, 250.0f, 30.0f ), m_b8Direction, direction8 ); // // GameObject.Find( "SwipeController" ).GetComponent<SwipeControl>().m_bActiveVisualFeedback = m_bVisualFeedback; // GameObject.Find( "SwipeController" ).GetComponent<SwipeControl>().m_bMobileTouchBased = m_bMobileBased; // // // } private void MyCallbackMethod(SwipeControl.SWIPE_DIRECTION iDirection) { m_enCurrentDirection = iDirection; //this.transform.rotation = Quaternion.identity; // m_fSpeed = 600.0f; switch (iDirection) { case SwipeControl.SWIPE_DIRECTION.SD_UP: // GameManager.piecewiseStep++; break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN: // GameManager.piecewiseStep++; break; case SwipeControl.SWIPE_DIRECTION.SD_LEFT: GameManager.piecewiseStep++; break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: GameManager.piecewiseStep++; break; } print(m_enCurrentDirection + " " + GameManager.piecewiseStep); }
private void SwipeCallBack(SwipeControl.SWIPE_DIRECTION iDirection) { if (CancelSwipe) { return; } switch (iDirection) { case SwipeControl.SWIPE_DIRECTION.SD_UP: //This is a swipe up print("Swipe Up"); if (notifySwipeUp != null) { notifySwipeUp(); } break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN: print("Swipe Down"); if (notifySwipeDown != null) { notifySwipeDown(); } break; case SwipeControl.SWIPE_DIRECTION.SD_LEFT: print("Swipe Left"); if (notifySwipeLeft != null) { notifySwipeLeft(); } break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: print("Swipe Right"); if (notifySwipeRight != null) { notifySwipeRight(); } break; //case SwipeControl.SWIPE_DIRECTION.SD_UP_RIGHT: // break; //case SwipeControl.SWIPE_DIRECTION.SD_DOWN_RIGHT: // break; //case SwipeControl.SWIPE_DIRECTION.SD_DOWN_LEFT: // break; //case SwipeControl.SWIPE_DIRECTION.SD_UP_LEFT: // break; case SwipeControl.SWIPE_DIRECTION.SD_TOUCH: print("Hice Tap"); break; } }
/// <summary> /// Detects the input if it's a mobile device /// </summary> private void DetectInputFromMobile(SwipeControl.SWIPE_DIRECTION iDirection) { if (iDirection == SwipeControl.SWIPE_DIRECTION.SD_RIGHT) { UpdatePaddlePosition(true); } else if (iDirection == SwipeControl.SWIPE_DIRECTION.SD_LEFT) { UpdatePaddlePosition(false); } }
public void MyCallbackMethod(SwipeControl.SWIPE_DIRECTION iDirection) { Debug.Log(iDirection); switch (iDirection) { /* * Tomake sure we detecting touch: * - Touch * * To make sure we detecting swipe atleast the condition that make sense are: * - Down_Left * - Down Right * - Left * - Right * - Up Left * - Up Right * ------------------------------------------------------------------------- */ case SwipeControl.SWIPE_DIRECTION.SD_DOWN: break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN_LEFT: print("Detecting: Swipe"); isSwipe = true; break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN_RIGHT: print("Detecting: Swipe"); isSwipe = true; break; case SwipeControl.SWIPE_DIRECTION.SD_LEFT: print("Detecting: Swipe"); isSwipe = true; break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: print("Detecting: Swipe"); isSwipe = true; break; case SwipeControl.SWIPE_DIRECTION.SD_TOUCH: print("Detecting Touch"); isSwipe = false; break; case SwipeControl.SWIPE_DIRECTION.SD_UP: break; case SwipeControl.SWIPE_DIRECTION.SD_UP_LEFT: print("Detecting Swipe"); isSwipe = true; break; case SwipeControl.SWIPE_DIRECTION.SD_UP_RIGHT: print("Detecting Swipe"); isSwipe = true; break; } }
private void MyCallbackMethod(SwipeControl.SWIPE_DIRECTION iDirection) { m_enCurrentDirection = iDirection; //this.transform.rotation = Quaternion.identity; m_fSpeed = 600.0f; switch (iDirection) { case SwipeControl.SWIPE_DIRECTION.SD_UP: m_vRotationDirection = new Vector3(1.0f, 0.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN: m_vRotationDirection = new Vector3(-1.0f, 0.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_LEFT: m_vRotationDirection = new Vector3(0.0f, 1.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: m_vRotationDirection = new Vector3(0.0f, -1.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN_LEFT: m_vRotationDirection = new Vector3(-1.0f, 1.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN_RIGHT: m_vRotationDirection = new Vector3(-1.0f, -1.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_UP_LEFT: m_vRotationDirection = new Vector3(1.0f, 1.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_UP_RIGHT: m_vRotationDirection = new Vector3(1.0f, -1.0f, 0.0f); break; case SwipeControl.SWIPE_DIRECTION.SD_TOUCH: m_vRotationDirection = new Vector3(0.0f, 0.0f, 0.0f); break; } }
//Touch Controls private void MyCallbackMethod(SwipeControl.SWIPE_DIRECTION iDirection) { switch (iDirection) { case SwipeControl.SWIPE_DIRECTION.SD_LEFT: if (_lane != -1) { gameObject.GetComponent <AudioSource>().PlayOneShot(LaneChange); gameObject.transform.Translate(-1.5f, 0, 0); _lane -= 1; } break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: if (_lane != 1) { gameObject.GetComponent <AudioSource>().PlayOneShot(LaneChange); gameObject.transform.Translate(1.5f, 0, 0); _lane += 1; } break; case SwipeControl.SWIPE_DIRECTION.SD_TOUCH: _animator = gameObject.GetComponent <Animator>(); _animator.SetTrigger("Attack"); Collider2D[] CollidersInFront = Physics2D.OverlapAreaAll(new Vector2(transform.position.x - 0.3f, transform.position.y), new Vector2(transform.position.x + 0.5f, transform.position.y + 1.5f)); foreach (Collider2D collided in CollidersInFront) { if (collided.gameObject.tag == "Enemy") { gameObject.GetComponent <AudioSource>().PlayOneShot(SwordHit); //ParticleSystem blood = Instantiate(bloodEffect) as ParticleSystem; ParticleSystem blood = ParticlePooler.current.GetPooledParticle(); blood.transform.position = collided.transform.position; blood.Play(); Invoke("ParticlePooler.current.DestroyParticle(blood)", 2f); Destroy(collided.gameObject); _killedEnemies += 1; } } break; } }
void ReadCommands(SwipeControl.SWIPE_DIRECTION iDirection) { switch (iDirection) { case SwipeControl.SWIPE_DIRECTION.SD_UP: EventManager.Instance.PostNotification(EVENT_TYPE.PLAYER_TURN_UP, this, gameObject); break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN: EventManager.Instance.PostNotification(EVENT_TYPE.PLAYER_TURN_DOWN, this, gameObject); break; case SwipeControl.SWIPE_DIRECTION.SD_LEFT: EventManager.Instance.PostNotification(EVENT_TYPE.PLAYER_TURN_LEFT, this, gameObject); break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: EventManager.Instance.PostNotification(EVENT_TYPE.PLAYER_TURN_RIGHT, this, gameObject); break; } }
private void MyCallbackMethod( SwipeControl.SWIPE_DIRECTION iDirection ) { m_enCurrentDirection = iDirection; //this.transform.rotation = Quaternion.identity; m_fSpeed = 600.0f; switch ( iDirection ) { case SwipeControl.SWIPE_DIRECTION.SD_UP: m_vRotationDirection = new Vector3( 1.0f, 0.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN: m_vRotationDirection = new Vector3( -1.0f, 0.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_LEFT: m_vRotationDirection = new Vector3( 0.0f, 1.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: m_vRotationDirection = new Vector3( 0.0f, -1.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN_LEFT: m_vRotationDirection = new Vector3( -1.0f, 1.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_DOWN_RIGHT: m_vRotationDirection = new Vector3( -1.0f, -1.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_UP_LEFT: m_vRotationDirection = new Vector3( 1.0f, 1.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_UP_RIGHT: m_vRotationDirection = new Vector3( 1.0f, -1.0f, 0.0f ); break; case SwipeControl.SWIPE_DIRECTION.SD_TOUCH: m_vRotationDirection = new Vector3( 0.0f, 0.0f, 0.0f ); break; } }
private void SwipeDetection(SwipeControl.SWIPE_DIRECTION iDirection) { Debug.Log(iDirection); switch (iDirection) { case SwipeControl.SWIPE_DIRECTION.SD_DOWN: if (animCollision.GetBool("isFinished")) { if (LastDirection == Direction.Bawah) { break; } else { pDirection = Direction.Bawah; rgbd2D.constraints = RigidbodyConstraints2D.FreezePositionX; rgbd2D.constraints = RigidbodyConstraints2D.FreezeRotation; Terbang(pDirection); animPlayer.SetBool("isFinished", false); animCollision.SetBool("isFinished", false); addStep(); audio.clip = SwipeClip; audio.Play(); } } //what to do buat Bawah //ganti gravity jadi ke bawah //ganti animasi jadi ke bawah pake coroutine. break; case SwipeControl.SWIPE_DIRECTION.SD_LEFT: if (animCollision.GetBool("isFinished")) { if (LastDirection == Direction.Kiri) { break; } else { pDirection = Direction.Kiri; rgbd2D.constraints = RigidbodyConstraints2D.FreezePositionY; rgbd2D.constraints = RigidbodyConstraints2D.FreezeRotation; Terbang(pDirection); animPlayer.SetBool("isFinished", false); animCollision.SetBool("isFinished", false); addStep(); audio.clip = SwipeClip; audio.Play(); } } //what to do buat Kiri //ganti gravity jadi ke kiri //ganti animasi jadi ke kiri pake coroutine. break; case SwipeControl.SWIPE_DIRECTION.SD_RIGHT: if (animCollision.GetBool("isFinished")) { if (LastDirection == Direction.Kanan) { break; } else { pDirection = Direction.Kanan; rgbd2D.constraints = RigidbodyConstraints2D.FreezePositionY; rgbd2D.constraints = RigidbodyConstraints2D.FreezeRotation; Terbang(pDirection); animPlayer.SetBool("isFinished", false); animCollision.SetBool("isFinished", false); addStep(); audio.clip = SwipeClip; audio.Play(); } } //what to do buat Kanan //ganti gravity jadi ke kanan //ganti animasi jadi ke kanan pake coroutine break; case SwipeControl.SWIPE_DIRECTION.SD_UP: if (animCollision.GetBool("isFinished")) { if (LastDirection == Direction.Atas) { break; } else { pDirection = Direction.Atas; rgbd2D.constraints = RigidbodyConstraints2D.FreezePositionX; rgbd2D.constraints = RigidbodyConstraints2D.FreezeRotation; Terbang(pDirection); animPlayer.SetBool("isFinished", false); animCollision.SetBool("isFinished", false); addStep(); audio.clip = SwipeClip; audio.Play(); } } /* * if (animPlayer.GetBool("isFinished") == true) * { * Terbang(pDirection); * }*/ //Animation //what to do buat Atas //ganti gravity jadi ke atas //ganti animasi jadi ke atas pake coroutine. break; } }