public void Init() { Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); Debug.Log(UniMoveController.GetNumConnected() + " controllers connected"); for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (!move.Init(i)) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; } } }
// Use this for initialization void Awake() { client = new OSCClient(IPAddress.Parse(Host), port + droneIndex); Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); Debug.Log(count); // Iterate through all connections (USB and Bluetooth) if (moves.Count == 0) { for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController> (); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (!move.Init(i)) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; } } } }
// Use this for initialization void Start () { controller = gameObject.AddComponent<UniMoveController>(); if(!controller.Init(playerIndex)) { Debug.Log ("Could not initialize controller "+playerIndex); } controller.InitOrientation(); controller.ResetOrientation(); controller.SetLED(playerColor); }
void Start() { this.transform.parent = GameObject.Find("RightHandMiddle4").transform; this.transform.localPosition = Vector3.zero; Time.maximumDeltaTime = 0.1f; audioSource = (AudioSource)gameObject.AddComponent("AudioSource"); audioSource.clip = audioClip; audioSource.loop = false; handPoint = GameObject.Find("PSMoveController"); //handPoint.transform.position = GameObject.Find("23_Hand_Right").transform.position + psmoveVec; //handPoint.transform.parent = GameObject.Find("23_Hand_Right").transform; //handPoint.rigidbody.isKinematic = true; int count = UniMoveController.GetNumConnected(); // Iterate through all connections (USB and Bluetooth) for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (!move.Init(i)) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; // Start all controllers with a white LED move.SetLED(Color.white); Debug.Log(count); } } orig = handPoint.renderer.material.color; moves[0].SetLED(Color.red); }
void Start() { /* NOTE! We recommend that you limit the maximum frequency between frames. * This is because the controllers use Update() and not FixedUpdate(), * and yet need to update often enough to respond sufficiently fast. * Unity advises to keep this value "between 1/10th and 1/3th of a second." * However, even 100 milliseconds could seem slightly sluggish, so you * might want to experiment w/ reducing this value even more. * Obviously, this should only be relevant in case your framerare is starting * to lag. Most of the time, Update() should be called very regularly. */ Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); Debug.Log("count = " + count); for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor move.CameraPosition = "Back"; // Remember to initialize! if (!move.Init(i)) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.ResetOrientation(); sphere.GetComponent <SphereController>().Move = move; sphere.GetComponent <SphereController>().AlternativeStart(); } } }
void Start() { /* NOTE! We recommend that you limit the maximum frequency between frames. * This is because the controllers use Update() and not FixedUpdate(), * and yet need to update often enough to respond sufficiently fast. * Unity advises to keep this value "between 1/10th and 1/3th of a second." * However, even 100 milliseconds could seem slightly sluggish, so you * might want to experiment w/ reducing this value even more. * Obviously, this should only be relevant in case your framerare is starting * to lag. Most of the time, Update() should be called very regularly. */ Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); // Iterate through all connections (USB and Bluetooth) for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (!move.Init(i)) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; // Start all controllers with a white LED move.SetLED(Color.white); } } if (moves.Count <= 0) { Debug.Log("No Bluetooth-connected controllers found. Make sure one or more are both paired and connected to this computer."); } }
void Start() { /* NOTE! We recommend that you limit the maximum frequency between frames. * This is because the controllers use Update() and not FixedUpdate(), * and yet need to update often enough to respond sufficiently fast. * Unity advises to keep this value "between 1/10th and 1/3th of a second." * However, even 100 milliseconds could seem slightly sluggish, so you * might want to experiment w/ reducing this value even more. * Obviously, this should only be relevant in case your framerare is starting * to lag. Most of the time, Update() should be called very regularly. */ Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); Debug.Log("count = " + count); move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor move.CameraPosition = "Front"; // Remember to initialize! if (!move.Init(0)) // <F> 0 es el primer y único mando { Destroy(move); // If it failed to initialize, destroy and continue on } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { // Start all controllers with a white LED move.SetLED(Color.magenta); transform.localRotation = move.Orientation; transform.localPosition = move.Position; } Debug.Log(gameObject.tag); }
// Use this for initialization void Start() { // Keep the updates coming at 10Hz Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); // Iterate through all connections (USB and Bluetooth) for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (!move.Init(i)) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; // Start all controllers with a white LED move.SetLED(Color.grey); } } // rightSensorFusion = new AHRS.MahonyAHRS(Time.deltaTime); // Assume 60Hz update rate }
void Start() { arrow.transform.position = new Vector3(leftBorder, 0.487829f, 0); /* Increase Gravity */ Physics.gravity = new Vector3(0, -20, 0); Player = GameObject.Find("Player"); varDifficulty = GameObject.Find("varDifficulty"); if (varDifficulty != null) { difficulty = int.Parse(varDifficulty.GetComponent <GUIText> ().text); } else { difficulty = 3; } switch (difficulty) { case 1: arrowSpeed = 0.001f; break; case 2: arrowSpeed = 0.002f; break; case 3: arrowSpeed = 0.003f; break; case 4: arrowSpeed = 0.004f; break; } //TimerHUD = GameObject.Find("TimerHUD"); //timerScript = (TimerScript) TimerHUD.GetComponent(typeof(TimerScript)); Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); // Iterate through all connections (USB and Bluetooth) for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (!move.Init(i)) // TENTA INICIALIZAR { // QUANDO RESTARTA O PROGRAMA ELE TENTA INICIALIZAR E NAO CONSEGUE PQ JA ESTA INICIADO // ENTAO ELE DESTROI AS CONEXOES ABERTAS // E POR ISSO DESLIGA O CONTROLE // === EU ACHO... === Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; // Start all controllers with a white LED move.SetLED(Color.white); Debug.Log("PSMove conectado."); } } if (moves.Count <= 0) { Debug.Log("No Bluetooth-connected controllers found. Make sure one or more are both paired and connected to this computer."); } }
void Start() { /* NOTE! We recommend that you limit the maximum frequency between frames. * This is because the controllers use Update() and not FixedUpdate(), * and yet need to update often enough to respond sufficiently fast. * Unity advises to keep this value "between 1/10th and 1/3th of a second." * However, even 100 milliseconds could seem slightly sluggish, so you * might want to experiment w/ reducing this value even more. * Obviously, this should only be relevant in case your framerare is starting * to lag. Most of the time, Update() should be called very regularly. */ Time.maximumDeltaTime = 0.1f; moveControllerPrefab = GameObject.Find("MoveController"); Destroy(moveControllerPrefab); if (moveControllerPrefab == null || moveControllerPrefab.GetComponent <MoveController>() == null) { Debug.LogError("GameObject with object named \"MoveController\" with script MoveController is missing from the scene"); } int count = UniMoveController.GetNumConnected(); // Iterate through all connections (USB and Bluetooth) for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (!move.Init(i)) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown) // || conn == PSMoveConnectionType.USB) { Destroy(move); } else { moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; move.InitOrientation(); move.ResetOrientation(); // Start all controllers with a white LED move.SetLED(Color.white); // adding the MoveController Objects on screen GameObject moveController = GameObject.Instantiate(moveControllerPrefab, Vector3.right * count * 2 + Vector3.left * i * 4, Quaternion.identity) as GameObject; MoveController moveObj = moveController.GetComponent <MoveController>(); moveObjs.Add(moveObj); moveObj.SetLED(Color.white); } } }
void Start() { /* NOTE! We recommend that you limit the maximum frequency between frames. * This is because the controllers use Update() and not FixedUpdate(), * and yet need to update often enough to respond sufficiently fast. * Unity advises to keep this value "between 1/10th and 1/3th of a second." * However, even 100 milliseconds could seem slightly sluggish, so you * might want to experiment w/ reducing this value even more. * Obviously, this should only be relevant in case your framerare is starting * to lag. Most of the time, Update() should be called very regularly. */ // If you have changed these names, please replace below "names" /*Left = GameObject.Find("LeftWall"); * Right = GameObject.Find("RightWall"); * Racket = GameObject.Find("Racket");*/ try { Sword = GameObject.Find("Sword"); Light = GameObject.Find("VolumetricLinePrefab"); Player = GameObject.Find("player"); EnemyMaster = GameObject.Find("EnemyMaster"); Unitychan = GameObject.Find("unitychan"); Cube = GameObject.Find("Cube"); Enemy0 = GameObject.Find("Enemy0"); Enemy1 = GameObject.Find("Enemy1"); Camera = GameObject.Find("Main Camera"); text = GameObject.Find("Text").GetComponent <Text>(); animator = Unitychan.GetComponent <Animator>(); rb = Unitychan.GetComponent <Rigidbody>(); opening = true; countdown = false; playing = false; gameover = false; clear = false; } catch (Exception e) { Debug.Log("exception"); } Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(false); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(false); Cube.SetActive(false); _Style = new GUIStyle(); _Style.fontSize = 20; Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); // Iterate through all connections (USB and Bluetooth) for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (move.Init(i) == PSMove_Connect_Status.MoveConnect_NoData) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { _Moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; // 球体LEDの基本セッティング 赤色 move.SetLED(Color.red); } } _TimeCount = Time.time; }
// Update is called once per frame void Update() { if (phase == Phase.Connecting) { bool allConnected = true; for (int i = 0; i < nodes.Count; i++) { if (UniMoveController.GetNumConnected() > 0) { if (nodes[i].controller == null) { UniMoveController controller = nodes[i].gameObject.AddComponent <UniMoveController>(); if (controller.Init(i)) { controller.InitOrientation(); controller.ResetOrientation(); nodes[i].Init(controller, this.debugButtons[i]); } else { Destroy(controller); allConnected = false; } } } else { nodes[i].InitDebug(i <= 1?1:2, this.debugButtons[i]); } } if (allConnected) { for (int i = 0; i < nodes.Count; i++) { if (nodes[i].type == 1) { Target target = nodes[i].gameObject.AddComponent <Target>(); target.HitEvent += OnTargetHit; targets.Add(target); } else { Attacker attacker = nodes[i].gameObject.AddComponent <Attacker>(); attacker.HitEvent += OnAttackerHit; attacker.TimeoutEvent += OnAttackerTimeout; attacker.TimeoutWarningEvent += OnAttackerTimeoutWarning; attackers.Add(attacker); } } phase = Phase.Waiting; } } else if (phase == Phase.Waiting) { // start game if (Input.GetKeyDown(KeyCode.Space)) { bool practice = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift); StartGame(practice); } } else if (phase == Phase.Playing) { // stop game if (Input.GetKeyDown(KeyCode.Space)) { StopGame(); } // heal if (Input.GetKeyDown(KeyCode.H)) { Heal(); } } else if (phase == Phase.Ended) { } if (Input.GetKeyDown(KeyCode.D)) { //ControllerDebug.Active = !ControllerDebug.Active; debugPanel.SetActive(!debugPanel.activeSelf); } if (Input.GetKeyDown(KeyCode.S)) { setupPanel.SetActive(!setupPanel.activeSelf); } }