This commit is contained in:
2024-10-16 00:03:41 +08:00
commit 897058435c
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class ButtonInputUI : MonoBehaviour {
public Text getButtonDownText;
public Text getButtonText;
public Text getButtonTimeText;
public Text getButtonUpText;
void Update(){
if (ETCInput.GetButton("Button")){
getButtonText.text="YES";
getButtonTimeText.text = ETCInput.GetButtonValue( "Button").ToString();
}
else{
getButtonText.text="";
getButtonTimeText.text = "";
}
if (ETCInput.GetButtonDown("Button")){
getButtonDownText.text = "YES";
StartCoroutine( ClearText(getButtonDownText));
}
if (ETCInput.GetButtonUp("Button")){
getButtonUpText.text = "YES";
StartCoroutine( ClearText(getButtonUpText));
}
}
IEnumerator ClearText(Text textToCLead){
yield return new WaitForSeconds(0.3f);
textToCLead.text = "";
}
public void SetSwipeIn(bool value){
ETCInput.SetControlSwipeIn( "Button",value);
}
public void SetSwipeOut(bool value){
ETCInput.SetControlSwipeOut( "Button",value);
}
public void setTimePush( bool value){
ETCInput.SetAxisOverTime( "Button",value);
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class ButtonUIEvent : MonoBehaviour {
public Text downText;
public Text pressText;
public Text pressValueText;
public Text upText;
public void Down(){
downText.text="YES";
StartCoroutine( ClearText(downText));
}
public void Up(){
upText.text="YES";
StartCoroutine( ClearText(upText));
StartCoroutine( ClearText(pressText));
StartCoroutine( ClearText(pressValueText));
}
public void Press(){
pressText.text="YES";
}
public void PressValue(float value){
pressValueText.text = value.ToString();
}
IEnumerator ClearText(Text textToCLead){
yield return new WaitForSeconds(0.3f);
textToCLead.text = "";
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class ControlUIEvent : MonoBehaviour {
public Text moveStartText;
public Text moveText;
public Text moveSpeedText;
public Text moveEndText;
public Text touchStartText;
public Text touchUpText;
public Text downRightText;
public Text downDownText;
public Text downLeftText;
public Text downUpText;
public Text rightText;
public Text downText;
public Text leftText;
public Text upText;
bool isDown;
bool isLeft;
bool isUp;
bool isRight;
void Update(){
if (isDown){
downText.text="YES";
isDown = false;
}
else{
downText.text="";
}
if (isLeft){
leftText.text="YES";
isLeft = false;
}
else{
leftText.text="";
}
if (isUp){
upText.text="YES";
isUp = false;
}
else{
upText.text="";
}
if (isRight){
rightText.text="YES";
isRight = false;
}
else{
rightText.text="";
}
}
public void MoveStart(){
moveStartText.text="YES";
StartCoroutine( ClearText(moveStartText));
}
public void Move(Vector2 move){
moveText.text = move.ToString();
}
public void MoveSpeed(Vector2 move){
moveSpeedText.text = move.ToString();
}
public void MoveEnd(){
if (moveEndText.enabled){
moveEndText.text = "YES";
StartCoroutine( ClearText(moveEndText));
StartCoroutine( ClearText(touchUpText));
StartCoroutine( ClearText(moveText));
StartCoroutine( ClearText(moveSpeedText));
}
}
public void TouchStart(){
touchStartText.text="YES";
StartCoroutine( ClearText(touchStartText));
}
public void TouchUp(){
touchUpText.text="YES";
StartCoroutine( ClearText(touchUpText));
StartCoroutine( ClearText(moveText));
StartCoroutine( ClearText(moveSpeedText));
}
public void DownRight(){
downRightText.text="YES";
StartCoroutine( ClearText(downRightText));
}
public void DownDown(){
downDownText.text="YES";
StartCoroutine( ClearText(downDownText));
}
public void DownLeft(){
downLeftText.text="YES";
StartCoroutine( ClearText(downLeftText));
}
public void DownUp(){
downUpText.text="YES";
StartCoroutine( ClearText(downUpText));
}
public void Right(){
isRight = true;
}
public void Down(){
isDown = true;
}
public void Left(){
isLeft = true;
}
public void Up(){
isUp = true;
}
IEnumerator ClearText(Text textToCLead){
yield return new WaitForSeconds(0.3f);
textToCLead.text = "";
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class ControlUIInput : MonoBehaviour {
public Text getAxisText;
public Text getAxisSpeedText;
public Text getAxisYText;
public Text getAxisYSpeedText;
public Text downRightText;
public Text downDownText;
public Text downLeftText;
public Text downUpText;
public Text rightText;
public Text downText;
public Text leftText;
public Text upText;
void Update () {
getAxisText.text = ETCInput.GetAxis("Horizontal").ToString("f2");
getAxisSpeedText.text = ETCInput.GetAxisSpeed("Horizontal").ToString("f2");
getAxisYText.text = ETCInput.GetAxis("Vertical").ToString("f2");
getAxisYSpeedText.text = ETCInput.GetAxisSpeed("Vertical").ToString("f2");
if (ETCInput.GetAxisDownRight("Horizontal")){
downRightText.text = "YES";
StartCoroutine( ClearText(downRightText));
}
if (ETCInput.GetAxisDownDown("Vertical")){
downDownText.text = "YES";
StartCoroutine( ClearText(downDownText));
}
if (ETCInput.GetAxisDownLeft("Horizontal")){
downLeftText.text = "YES";
StartCoroutine( ClearText(downLeftText));
}
if (ETCInput.GetAxisDownUp("Vertical")){
downUpText.text = "YES";
StartCoroutine( ClearText(downUpText));
}
if (ETCInput.GetAxisPressedRight("Horizontal")){
rightText.text ="YES";
}
else{
rightText.text ="";
}
if (ETCInput.GetAxisPressedDown("Vertical")){
downText.text ="YES";
}
else{
downText.text ="";
}
if (ETCInput.GetAxisPressedLeft("Horizontal")){
leftText.text ="Yes";
}
else{
leftText.text ="";
}
if (ETCInput.GetAxisPressedUp("Vertical")){
upText.text ="YES";
}
else{
upText.text ="";
}
}
IEnumerator ClearText(Text textToCLead){
yield return new WaitForSeconds(0.3f);
textToCLead.text = "";
}
}

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using UnityEngine;
using System.Collections;
public class DPadParameterUI : MonoBehaviour {
public void SetClassicalInertia(bool value){
ETCInput.SetAxisInertia( "Horizontal",value);
ETCInput.SetAxisInertia( "Vertical",value);
}
public void SetTimePushInertia(bool value){
ETCInput.SetAxisInertia( "HorizontalTP",value);
ETCInput.SetAxisInertia( "VerticalTP",value);
}
public void SetClassicalTwoAxesCount(){
ETCInput.SetDPadAxesCount( "DPadClassical",ETCBase.DPadAxis.Two_Axis);
}
public void SetClassicalFourAxesCount(){
ETCInput.SetDPadAxesCount( "DPadClassical",ETCBase.DPadAxis.Four_Axis);
}
public void SetTimePushTwoAxesCount(){
ETCInput.SetDPadAxesCount( "DPadTimePush",ETCBase.DPadAxis.Two_Axis);
}
public void SetTimePushFourAxesCount(){
ETCInput.SetDPadAxesCount( "DPadTimePush",ETCBase.DPadAxis.Four_Axis);
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class FPSPlayerControl : MonoBehaviour {
public AudioClip gunSound;
public AudioClip reload;
public AudioClip needReload;
public ParticleSystem shellParticle;
public GameObject muzzleEffect;
public GameObject impactEffect;
public Text armoText;
//private bool inJump = false;
//private float jumpStart;
private bool inFire = false;
private bool inReload = false;
private Animator anim;
private int armoCount = 30;
private AudioSource audioSource;
void Awake(){
anim = GetComponentInChildren<Animator>();
audioSource = GetComponent<AudioSource>();
}
void Update(){
// Firing
if (ETCInput.GetButton("Fire")){
if (!inFire && armoCount>0 && !inReload){
inFire = true;
anim.SetBool( "Shoot", true);
InvokeRepeating( "GunFire", 0.12f,0.12f);
GunFire();
}
}
if (ETCInput.GetButtonDown("Fire") && armoCount==0 && !inReload){
audioSource.PlayOneShot(needReload,1);
}
if (ETCInput.GetButtonUp("Fire")){
anim.SetBool("Shoot", false);
muzzleEffect.SetActive(false);
inFire = false;
CancelInvoke();
}
// reload
if (ETCInput.GetButtonDown("Reload")){
inReload = true;
audioSource.PlayOneShot(reload,1);
anim.SetBool( "Reload",true);
StartCoroutine( Reload() );
}
// UTurn
if (ETCInput.GetButtonDown("Back")){
transform.Rotate( Vector3.up * 180 );
}
// Jump
/*
if (ETCInput.GetButtonDown("Jump")){
inJump = true;
jumpStart = transform.position.y;
}
if (inJump && transform.position.y - jumpStart <3f){
GetComponent<CharacterController>().Move( Vector3.up * 0.5f);
}
else{
inJump = false;
}*/
//armo
armoText.text= armoCount.ToString();
}
public void MoveStart(){
anim.SetBool("Move",true);
}
public void MoveStop(){
anim.SetBool("Move",false);
}
public void GunFire(){
if (armoCount>0){
// Muzzle and sound
muzzleEffect.transform.Rotate( Vector3.forward * Random.Range(0f,360f));
muzzleEffect.transform.localScale= new Vector3(Random.Range(0.1f,0.2f),Random.Range(0.1f,0.2f),1);
muzzleEffect.SetActive( true);
StartCoroutine( Flash ());
audioSource.PlayOneShot(gunSound,1);
// shell
shellParticle.Emit(1);
// Impact
Vector3 screenPos = new Vector3(Screen.width/2,Screen.height/2,0);
screenPos += new Vector3(Random.Range(-10,10),Random.Range(-10,10),0);
Ray ray = Camera.main.ScreenPointToRay( screenPos);
RaycastHit[] hits = Physics.RaycastAll(ray);
if (hits.Length>0){
Instantiate( impactEffect, hits[0].point - hits[0].normal * -0.2f,Quaternion.identity);
}
}
else{
anim.SetBool("Shoot", false);
muzzleEffect.SetActive(false);
inFire = false;
}
//
armoCount--;
if (armoCount<0) armoCount=0;
}
public void TouchPadSwipe(bool value){
ETCInput.SetControlSwipeIn("FreeLookTouchPad",value);
}
IEnumerator Flash(){
yield return new WaitForSeconds(0.08f);
muzzleEffect.SetActive( false);
}
IEnumerator Reload(){
yield return new WaitForSeconds(0.50f);
armoCount =30;
inReload = false;
anim.SetBool( "Reload",false);
}
}

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using UnityEngine;
using System.Collections;
public class ImpactEffect : MonoBehaviour {
private ParticleSystem ps;
// Use this for initialization
void Start () {
ps = GetComponent<ParticleSystem>();
}
// Update is called once per frame
void Update () {
if (!ps.IsAlive()){
Destroy(gameObject);
}
}
}

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using UnityEngine;
using System.Collections;
public class AxisXUi : MonoBehaviour {
public void ActivateAxisX( bool value){
ETCInput.SetAxisEnabled( "Horizontal",value);
}
public void InvertedAxisX( bool value){
ETCInput.SetAxisInverted("Horizontal",value);
}
public void DeadAxisX( float value){
ETCInput.SetAxisDeadValue("Horizontal",value);
}
public void SpeedAxisX(float value){
ETCInput.SetAxisSensitivity( "Horizontal",value);
}
public void IsInertiaX(bool value){
ETCInput.SetAxisInertia( "Horizontal",value);
}
public void InertiaSpeedX( float value){
ETCInput.SetAxisInertiaSpeed( "Horizontal",value);
}
public void ActivateAxisY( bool value){
ETCInput.SetAxisEnabled( "Vertical",value);
}
public void InvertedAxisY( bool value){
ETCInput.SetAxisInverted("Vertical",value);
}
public void DeadAxisY( float value){
ETCInput.SetAxisDeadValue("Vertical",value);
}
public void SpeedAxisY(float value){
ETCInput.SetAxisSensitivity( "Vertical",value);
}
public void IsInertiaY(bool value){
ETCInput.SetAxisInertia( "Vertical",value);
}
public void InertiaSpeedY( float value){
ETCInput.SetAxisInertiaSpeed( "Vertical",value);
}
}

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using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
public class LoadLevelScript : MonoBehaviour {
public void LoadMainMenu(){
SceneManager.LoadScene( "MainMenu");
}
public void LoadJoystickEvent(){
SceneManager.LoadScene( "Joystick-Event-Input");
}
public void LoadJoysticParameter(){
SceneManager.LoadScene("Joystick-Parameter");
}
public void LoadDPadEvent(){
SceneManager.LoadScene("DPad-Event-Input");
}
public void LoadDPadClassicalTime(){
SceneManager.LoadScene("DPad-Classical-Time");
}
public void LoadTouchPad(){
SceneManager.LoadScene("TouchPad-Event-Input");
}
public void LoadButton(){
SceneManager.LoadScene("Button-Event-Input");
}
public void LoadFPS(){
SceneManager.LoadScene("FPS_Example");
}
public void LoadThird(){
SceneManager.LoadScene("ThirdPerson+Jump");
}
public void LoadThirddungeon(){
SceneManager.LoadScene("ThirdPersonDungeon+Jump");
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class TouchPadUIEvent : MonoBehaviour {
public Text touchDownText;
public Text touchText;
public Text touchUpText;
public void TouchDown(){
touchDownText.text="YES";
StartCoroutine( ClearText(touchDownText));
}
public void TouchEvt(Vector2 value){
touchText.text = value.ToString();
}
public void TouchUp(){
touchUpText.text="YES";
StartCoroutine( ClearText(touchUpText));
StartCoroutine( ClearText(touchText));
}
IEnumerator ClearText(Text textToCLead){
yield return new WaitForSeconds(0.3f);
textToCLead.text = "";
}
}

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using UnityEngine;
using System.Collections;
public class CharacterAnimation : MonoBehaviour {
private CharacterController cc;
private Animation anim;
// Use this for initialization
void Start () {
cc= GetComponentInChildren<CharacterController>();
anim = GetComponentInChildren<Animation>();
}
// Wait end of frame to manage charactercontroller, because gravity is managed by virtual controller
void LateUpdate(){
if (cc.isGrounded && (ETCInput.GetAxis("Vertical")!=0)){
anim.CrossFade("soldierRun");
}
if (cc.isGrounded && ETCInput.GetAxis("Vertical")==0 && ETCInput.GetAxis("Horizontal")==0){
anim.CrossFade("soldierIdleRelaxed");
}
if (!cc.isGrounded){
anim.CrossFade("soldierFalling");
}
if (cc.isGrounded && ETCInput.GetAxis("Vertical")==0 && ETCInput.GetAxis("Horizontal")>0){
anim.CrossFade("soldierSpinRight");
}
if (cc.isGrounded && ETCInput.GetAxis("Vertical")==0 && ETCInput.GetAxis("Horizontal")<0){
anim.CrossFade("soldierSpinLeft");
}
}
}

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using UnityEngine;
using System.Collections;
public class CharacterAnimationDungeon : MonoBehaviour {
private CharacterController cc;
private Animation anim;
// Use this for initialization
void Start () {
cc= GetComponentInChildren<CharacterController>();
anim = GetComponentInChildren<Animation>();
}
// Wait end of frame to manage charactercontroller, because gravity is managed by virtual controller
void LateUpdate(){
if (cc.isGrounded && (ETCInput.GetAxis("Vertical")!=0 || ETCInput.GetAxis("Horizontal")!=0)){
anim.CrossFade("soldierRun");
}
if (cc.isGrounded && ETCInput.GetAxis("Vertical")==0 && ETCInput.GetAxis("Horizontal")==0){
anim.CrossFade("soldierIdleRelaxed");
}
if (!cc.isGrounded){
anim.CrossFade("soldierFalling");
}
}
}

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