public SetLED ( Color color ) : void | ||
color | Color | Unity's Color type |
return | void |
//PLAYER ACTIONS public void SetShield(bool active) { if (active) { if (shieldEnergy > 0f) { state = PlayerState.SHIELDING; isShieldActive = active; isHoldingShield = true; shieldFadeTime = SHIELD_DURATION; StopGlowing(); move.SetLED(SHIELD * Mathf.Clamp01(shieldEnergy)); } else { StartBlinking(1f, .2f, BROKEN_SHIELD, defaultColour * .05f); isShieldActive = false; } } else { isHoldingShield = false; } }
void buzzMove(UniMoveController move, float amount, Color color, double duration) { // Play a rumble at a given level and duration. move.SetRumble(amount); move.SetLED(color); if (buzzTimer != null) { buzzTimer.Dispose(); buzzTimer = null; } buzzTimer = new System.Threading.Timer( obj => { move.SetLED(Color.grey); move.SetRumble(0); buzzTimer = null; }, null, (uint)(duration * 1000), System.Threading.Timeout.Infinite); }
public void SetLED(Color color, float?delay) { if (setLEDRoutine != null) { StopCoroutine(setLEDRoutine); } if (delay != null) { setLEDRoutine = SetLEDCoroutine(color, (float)delay); StartCoroutine(setLEDRoutine); } else { if (controller != null) { controller.SetLED(color); } debugButton.image.color = color; } }
// 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); // 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); // Start all controllers with a white LED move.SetLED(Color.magenta); transform.localRotation = move.Orientation; transform.localPosition = move.Position; } } }
// 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 }
// Update is called once per frame void Update() { if (droneIndex >= moves.Count) { return; } UniMoveController move = moves[droneIndex]; timer += Time.deltaTime; timerNoPress += Time.deltaTime; // Trigger is held down, do control if (move.Trigger > 0.9f && !doingAflip) { move.SetLED(MoveControllerColor); if (!isInAir) { isInAir = true; Debug.Log("Lift off"); SendToNode("/startdrone", 1); } if (timer > 0.2f) { if (move.Acceleration.x > 0.02f) { SendToNode("/left", move.Acceleration.x * move.Acceleration.x * 2.2f * power); } else if (move.Acceleration.x < -0.02f) { SendToNode("/right", (move.Acceleration.x * move.Acceleration.x * 2.2f * power)); } else { SendToNode("/left", 0); SendToNode("/right", 0); } if (move.Acceleration.y < -0.02f) { SendToNode("/front", move.Acceleration.y * move.Acceleration.y * 2.2f * power); } else if (move.Acceleration.y > 0.02f) { SendToNode("/back", move.Acceleration.y * move.Acceleration.y * 2.2f * power); } else { SendToNode("/front", 0); SendToNode("/back", 0); } } } if (move.GetButtonDown(PSMoveButton.Square)) { if (timer > 0.2f) { SendToNode("/counterClockwise", 0.5f); } } else if (move.GetButtonUp(PSMoveButton.Square)) { SendToNode("/counterClockwise", 0); } else if (move.GetButtonDown(PSMoveButton.Triangle)) { if (timer > 0.2f) { SendToNode("/clockwise", 0.5f); } } else if (move.GetButtonUp(PSMoveButton.Triangle)) { SendToNode("/clockwise", 0); } else if (move.GetButtonDown(PSMoveButton.Cross)) { if (timer > 0.2f) { SendToNode("/down", 0.2f); } } else if (move.GetButtonUp(PSMoveButton.Cross)) { SendToNode("/down", 0); } else if (move.GetButtonDown(PSMoveButton.Circle)) { if (timer > 0.2f) { SendToNode("/up", 0.2f); } } else if (move.GetButtonUp(PSMoveButton.Circle)) { SendToNode("/up", 0); SendToNode("/stop", 0); } else if (move.GetButtonUp(PSMoveButton.Move)) { SendToNode("/land", 1); } else if (move.GetButtonUp(PSMoveButton.Select)) { SendToNode("/flip", 1); } else if (move.GetButtonUp(PSMoveButton.Start)) { SendToNode("/wave", 1); } else if (move.Trigger <= 0.8f && !doingAflip) { if (timer > 0.2f) { SendToNode("/stop", 0); } move.SetLED(MoveControllerColor * 0.2f); } if (move.GetButtonUp(PSMoveButton.PS)) { isInAir = false; //TODO: Make panic SendToNode("/land", 1); } prevTrigger = move.Trigger; }
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 Update() { for (int i = 0; i < moves.Count; i++) { UniMoveController move = moves[i]; MoveController moveObj = moveObjs[i]; // Instead of this somewhat kludge-y check, we'd probably want to remove/destroy // the now-defunct controller in the disconnected event handler below. if (move.Disconnected) { continue; } //Update state button trigger updateButtonTrigger(ref move); //Write mode if (writeMode) { updateWriteMode(ref moveObj, ref move); return; } // Change the colors of the LEDs based on which button has just been pressed: if (move.GetButtonDown(PSMoveButton.Circle)) { moveObj.SetLED(Color.cyan); move.SetLED(Color.cyan); activedWriteMode(); } else if (move.GetButtonDown(PSMoveButton.Cross)) { moveObj.SetLED(Color.red); move.SetLED(Color.red); removeObject(); } else if (move.GetButtonDown(PSMoveButton.Square)) { moveObj.SetLED(Color.yellow); move.SetLED(Color.yellow); addObject(); } else if (move.GetButtonDown(PSMoveButton.Triangle)) { moveObj.SetLED(Color.magenta); move.SetLED(Color.magenta); if (this.objectSelected != null && !visualisationMode) { activedVisualisationMode(ref moveObj); } else if (this.objectSelected != null) { desactivedVisualisationMode(); } } else if (move.GetButtonDown(PSMoveButton.PS)) { //Reset orientation move.ResetOrientation(); moveObj.SetLED(Color.black); move.SetLED(Color.black); } else if (move.GetButtonDown(PSMoveButton.Start)) { base.managerListener.redoAction(); } else if (move.GetButtonDown(PSMoveButton.Select)) { base.managerListener.undoAction(); } // Set the rumble based on how much the trigger is down moveObj.gameObject.transform.localRotation = new Quaternion(move.Orientation.x, -move.Orientation.y, -move.Orientation.z, move.Orientation.w); //Update modes if (visualisationMode) { updateVisualisationMode(ref moveObj); } else { updateRay(ref move, ref moveObj); } } }
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; }