diff --git a/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml b/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml
index c866cdd..fefcb19 100644
--- a/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml
+++ b/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml
@@ -12,17 +12,38 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -36,7 +57,7 @@
-
+
@@ -62,7 +83,7 @@
1581698908865
-
+
@@ -83,10 +104,10 @@
-
+
-
+
diff --git a/OdysseyNow/Assets/CalibrationSceneDirector.cs b/OdysseyNow/Assets/CalibrationSceneDirector.cs
index 31f3d3b..e7cdf5d 100644
--- a/OdysseyNow/Assets/CalibrationSceneDirector.cs
+++ b/OdysseyNow/Assets/CalibrationSceneDirector.cs
@@ -1,9 +1,9 @@
-using System.Collections;
+using System;
+using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-public class CalibrationSceneDirector : MonoBehaviour
-{
+public class CalibrationSceneDirector : MonoBehaviour {
public Transform p1;
public Transform p2;
@@ -36,7 +36,9 @@ public class CalibrationSceneDirector : MonoBehaviour
public float _calib_votage_x_left = 617;
public float _calib_votage_x_right = 300;
public float _calib_votage_y_top = 711;
+
public float _calib_votage_y_bottom = 379;
+
// -- Calibration parameters for Writing to Arduino
public float _calib_write_votage_x_left = 420;
public float _calib_write_votage_x_right = 302;
@@ -44,8 +46,7 @@ public class CalibrationSceneDirector : MonoBehaviour
public float _calib_write_votage_y_bottom = 80;
// Think of the process of calibration is a state-machine
- private enum CalibrationStates
- {
+ private enum CalibrationStates {
NOT_STARTED = 0,
ANIMMOTION_START = 1,
@@ -69,8 +70,7 @@ private enum CalibrationStates
private float mOriginalPlayerTargetSpeed;
// Start is called before the first frame update
- void Start()
- {
+ private void Start() {
// Preserve the target camera position
m3DSceneCameraPosition = camera3DScene.transform.position;
m3DSceneCameraRotation = camera3DScene.transform.rotation;
@@ -107,30 +107,24 @@ void Start()
float distCovered, progress;
// Update is called once per frame
- void Update()
- {
- calibration_state_update(false, false);
+ private void Update() {
+ CalibrationStateUpdate(false, false);
}
CalibrationOdysseySettings calibrationSettings;
- void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
- {
-
- bool cancel_calibration = (enableCalibrationScene == false);
+ private void CalibrationStateUpdate(bool extraBtnPrev, bool extraBtnNext) {
+ bool cancelCalibration = (enableCalibrationScene == false);
HardwareInterface.ConsoleData cData = consoleMirror.readControllerRawData();
- if (cData != null)
- {
- textDBP1.text = string.Format("({0},{1})", cData.P1_X_READ, cData.P1_Y_READ);
- textDBP2.text = string.Format("({0},{1})", cData.P2_X_READ, cData.P2_Y_READ);
+ if (cData != null) {
+ textDBP1.text = $"({cData.P1_X_READ},{cData.P1_Y_READ})";
+ textDBP2.text = $"({cData.P2_X_READ},{cData.P2_Y_READ})";
}
// Again, the process of calibration is a state-machine
- switch (mCalibStates)
- {
+ switch (mCalibStates) {
case CalibrationStates.NOT_STARTED:
- if (enableCalibrationScene)
- {
+ if (enableCalibrationScene) {
cameraInGame.enabled = false;
camera3DScene.enabled = true;
// Keep a note of the time the movement started.
@@ -141,6 +135,7 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
mCalibStates += 1;
}
+
break;
case CalibrationStates.ANIMMOTION_START:
mTextInstruction.text = "Calibrate your Odyssey Input";
@@ -151,13 +146,12 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
progress = cameraTimeCurve.Evaluate(distCovered / mAnimJourneyLength);
// Set our position as a fraction of the distance between the start-end.
- camera3DScene.transform.position = Vector3.Slerp(
- cameraInGame.transform.position, m3DSceneCameraPosition, progress);
- camera3DScene.transform.rotation = Quaternion.Slerp(
- cameraInGame.transform.rotation, m3DSceneCameraRotation, progress);
+ camera3DScene.transform.position =
+ Vector3.Slerp(cameraInGame.transform.position, m3DSceneCameraPosition, progress);
+ camera3DScene.transform.rotation =
+ Quaternion.Slerp(cameraInGame.transform.rotation, m3DSceneCameraRotation, progress);
- if (progress >= 1)
- {
+ if (progress >= 1) {
mCalibStates += 1;
mPlayerBlinkAnimation.enabled = true;
}
@@ -175,12 +169,11 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
case CalibrationStates.CALIB_LEFT_TOP:
mTextInstruction.text = "Please use the controller on Odessey, \n" +
- "move player 1 to the upper-left corner\n" +
- "Hit RESET on the controller to continue...\n" +
- "(1/4)";
+ "move player 1 to the upper-left corner\n" +
+ "Hit RESET on the controller to continue...\n" +
+ "(1/4)";
- if (cancel_calibration)
- {
+ if (cancelCalibration) {
// Allow go back to the game scene any time
// Keep a note of the time the movement started.
mAnimStartTime = Time.time;
@@ -191,13 +184,14 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
// Move the p1 to top-left corner
p1.position = new Vector2(consoleMirror._calib_unity_x_left, consoleMirror._calib_unity_y_top);
- if (Input.GetKeyUp(KeyCode.Return) || extra_btn_next) {
+ if (Input.GetKeyUp(KeyCode.Return) || extraBtnNext) {
// Save the calibration value
_calib_votage_x_left = cData.P1_X_READ;
_calib_votage_y_top = cData.P1_Y_READ;
mCalibStates++;
- } else if (extra_btn_prev) {
+ }
+ else if (extraBtnPrev) {
exit_scene();
}
@@ -207,11 +201,10 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
case CalibrationStates.CALIB_RIGHT_BOTTOM:
mTextInstruction.text = "Now, move player 1 to the LOWER-RIGHT corner\n" +
- "Hit RESET on the controller to continue...\n" +
- "(2/4)";
+ "Hit RESET on the controller to continue...\n" +
+ "(2/4)";
- if (cancel_calibration)
- {
+ if (cancelCalibration) {
// Keep a note of the time the movement started.
mAnimStartTime = Time.time;
mCalibStates = CalibrationStates.ANIMATION_FINISH;
@@ -220,8 +213,7 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
p1.position = new Vector2(consoleMirror._calib_unity_x_right, consoleMirror._calib_unity_y_bottom);
- if (Input.GetKeyUp(KeyCode.Return) || extra_btn_next)
- {
+ if (Input.GetKeyUp(KeyCode.Return) || extraBtnNext) {
// Save the calibration value
_calib_votage_x_right = cData.P1_X_READ;
_calib_votage_y_bottom = cData.P1_Y_READ;
@@ -229,8 +221,7 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
mCalibStates++;
textLeft.text = textRight.text = "";
}
- else if (extra_btn_prev)
- {
+ else if (extraBtnPrev) {
mCalibStates--;
}
@@ -247,44 +238,39 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
mCalibStates = CalibrationStates.CALIB_WRITE_LEFT_TOP;
// Set the p1 to an initial position (so that has some visibility on the screen)
- p1.position = new Vector2(
- (consoleMirror._calib_unity_x_right + consoleMirror._calib_unity_x_left) / 2,
- (consoleMirror._calib_unity_y_bottom + consoleMirror._calib_unity_y_top) / 2
- );
+ p1.position = new Vector2((consoleMirror._calib_unity_x_right + consoleMirror._calib_unity_x_left) / 2,
+ (consoleMirror._calib_unity_y_bottom + consoleMirror._calib_unity_y_top) / 2);
break;
case CalibrationStates.CALIB_WRITE_LEFT_TOP:
- mTextInstruction.text = "Use the controller on HAL," +
- "move the player to the upper-left corner\n" +
- "Hit RESET on the controller to continue...\n" +
- "(3/4)";
+ mTextInstruction.text = "Use the controller on HAL," + "move the player to the upper-left corner\n" +
+ "Hit RESET on the controller to continue...\n" +
+ "(3/4)";
- if (cancel_calibration)
- {
+ if (cancelCalibration) {
// Keep a note of the time the movement started.
mAnimStartTime = Time.time;
mCalibStates = CalibrationStates.ANIMATION_FINISH;
break;
}
- if (Input.GetKeyUp(KeyCode.Return) || extra_btn_next)
- {
+ if (Input.GetKeyUp(KeyCode.Return) || extraBtnNext) {
// Save the calibration value
- _calib_write_votage_x_left = consoleMirror.xConvertToConsole(p1.position.x);
- _calib_write_votage_y_top = consoleMirror.xConvertToConsole(p1.position.y);
+ var position = p1.position;
+ _calib_write_votage_x_left = consoleMirror.xConvertToConsole(position.x);
+ _calib_write_votage_y_top = consoleMirror.xConvertToConsole(position.y);
mCalibStates++;
textLeft.text = textRight.text = "";
// Again, set the p1 to an initial position for visibility
- p1.position = new Vector2(
- (consoleMirror._calib_unity_x_right + consoleMirror._calib_unity_x_left) / 2,
- (consoleMirror._calib_unity_y_bottom + consoleMirror._calib_unity_y_top) / 2
- );
+ position = new Vector2((consoleMirror._calib_unity_x_right + consoleMirror._calib_unity_x_left) / 2,
+ (consoleMirror._calib_unity_y_bottom + consoleMirror._calib_unity_y_top) /
+ 2);
+ p1.position = position;
}
- else if (extra_btn_prev)
- {
+ else if (extraBtnPrev) {
mCalibStates = CalibrationStates.PRE_CALIB;
}
@@ -293,29 +279,27 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
case CalibrationStates.CALIB_WRITE_RIGHT_BOTTOM:
mTextInstruction.text = "Now, use the controller on HAL," +
- "move the player to the lower-right corner\n" +
- "Hit RESET on the controller to continue...\n" +
- "(4/4)";
+ "move the player to the lower-right corner\n" +
+ "Hit RESET on the controller to continue...\n" +
+ "(4/4)";
- if (cancel_calibration)
- {
+ if (cancelCalibration) {
// Keep a note of the time the movement started.
mAnimStartTime = Time.time;
mCalibStates = CalibrationStates.ANIMATION_FINISH;
break;
}
- if (Input.GetKeyUp(KeyCode.Return) || extra_btn_next)
- {
+ if (Input.GetKeyUp(KeyCode.Return) || extraBtnNext) {
// Save the calibration value
- _calib_write_votage_x_right = consoleMirror.xConvertToConsole(p1.position.x);
- _calib_write_votage_y_bottom = consoleMirror.xConvertToConsole(p1.position.y);
+ var position = p1.position;
+ _calib_write_votage_x_right = consoleMirror.xConvertToConsole(position.x);
+ _calib_write_votage_y_bottom = consoleMirror.xConvertToConsole(position.y);
mCalibStates++;
textLeft.text = textRight.text = "";
}
- else if (extra_btn_prev)
- {
+ else if (extraBtnPrev) {
mCalibStates--;
}
@@ -324,19 +308,16 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
case CalibrationStates.CALIB_FINISH:
- mTextInstruction.text = "How well does the blocks on the TV follow?\n" +
- "";
+ mTextInstruction.text = "How well does the blocks on the TV follow?\n" + "";
- if (cancel_calibration || extra_btn_next)
- {
+ if (cancelCalibration || extraBtnNext) {
// Keep a note of the time the movement started.
mTextInstruction.text = "";
mAnimStartTime = Time.time;
mCalibStates = CalibrationStates.ANIMATION_FINISH;
}
- if (extra_btn_next)
- {
+ if (extraBtnNext) {
// On confirm, write the calibration data
consoleMirror._calib_votage_x_left = _calib_votage_x_left;
consoleMirror._calib_votage_x_right = _calib_votage_x_right;
@@ -350,8 +331,7 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
// restore the player target speed
p1.GetComponent().speed = mOriginalPlayerTargetSpeed;
}
- else if (extra_btn_prev)
- {
+ else if (extraBtnPrev) {
mCalibStates--;
}
@@ -364,13 +344,12 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
progress = cameraTimeCurve.Evaluate(distCovered / mAnimJourneyLength);
// Set our position as a fraction of the distance between the start-end.
- camera3DScene.transform.position = Vector3.Slerp(
- m3DSceneCameraPosition, cameraInGame.transform.position, progress);
- camera3DScene.transform.rotation = Quaternion.Slerp(
- m3DSceneCameraRotation, cameraInGame.transform.rotation, progress);
+ camera3DScene.transform.position =
+ Vector3.Slerp(m3DSceneCameraPosition, cameraInGame.transform.position, progress);
+ camera3DScene.transform.rotation =
+ Quaternion.Slerp(m3DSceneCameraRotation, cameraInGame.transform.rotation, progress);
- if (progress >= 1)
- {
+ if (progress >= 1) {
cameraInGame.enabled = true;
camera3DScene.enabled = false;
@@ -382,11 +361,12 @@ void calibration_state_update(bool extra_btn_prev, bool extra_btn_next)
}
break;
+ default:
+ throw new ArgumentOutOfRangeException();
}
}
- void update_camera_look()
- {
+ void update_camera_look() {
mCamLookRotation.y += Input.GetAxis("Mouse X");
mCamLookRotation.x += -Input.GetAxis("Mouse Y");
mCamLookRotation.y = Mathf.Clamp(mCamLookRotation.y, -1.5f, 1.5f);
@@ -394,21 +374,18 @@ void update_camera_look()
camera3DScene.transform.localEulerAngles = mCamLookRotation * CamLookRate;
}
- public void on_prev_button()
- {
- calibration_state_update(true, false);
+ public void on_prev_button() {
+ CalibrationStateUpdate(true, false);
}
-
- public void on_next_button()
- {
- calibration_state_update(false, true);
+
+ public void on_next_button() {
+ CalibrationStateUpdate(false, true);
}
///
/// Exit the calibration scene
///
- void exit_scene()
- {
+ void exit_scene() {
// Go back to the main menu
UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu");
}
diff --git a/OdysseyNow/Assets/ModeDirector.cs b/OdysseyNow/Assets/ModeDirector.cs
index 6a68ce2..770fece 100644
--- a/OdysseyNow/Assets/ModeDirector.cs
+++ b/OdysseyNow/Assets/ModeDirector.cs
@@ -1,113 +1,106 @@
-using System.Collections;
+using System;
+using System.Collections;
using System.Collections.Generic;
using CardDirection;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.EventSystems;
+using UnityEngine.Serialization;
-public class ModeDirector : MonoBehaviour
-{
- public GameObject go_calibration;
- public GameObject go_AI;
+public class ModeDirector : MonoBehaviour {
+ public GameObject calibration;
+ public GameObject AI;
- void Awake()
- {
+ private void Awake() {
Debug.Log(PlayerPrefs.GetInt("ai1"));
Debug.Log(PlayerPrefs.GetInt("ai2"));
Debug.Log(PlayerPrefs.GetString("game"));
}
// Start is called before the first frame update
- void Start()
- {
+ private void Start() {
//if (localInputManager.isdirty)
//{
// Enable calibration
- if (LocalInputManager.instance == null)
- {
- switch(PlayerPrefs.GetString("game")){
+ if (LocalInputManager.instance == null) {
+ switch (PlayerPrefs.GetString("game")) {
case "Cat and Mouse":
- go_calibration.GetComponent()
- .afterCalibration
- .AddListener(startCatAndMouse);
- break;
+ calibration.GetComponent().afterCalibration.AddListener(StartCatAndMouse);
+ break;
case "Super Cat and Mouse":
- break;
+ break;
case "Haunted House":
- break;
+ break;
case "Zoo Breakout":
- break;
+ break;
case "Football: Running":
- break;
+ break;
}
// fixme
// if p1 is ai, don't read calibration
- if(PlayerPrefs.GetInt("ai1") != -1)
- go_calibration.GetComponent().p1_read = false;
+ if (PlayerPrefs.GetInt("ai1") != -1)
+ calibration.GetComponent().p1_read = false;
// if p2 is ai, don't read calibration
- if(PlayerPrefs.GetInt("ai2") != -1)
- go_calibration.GetComponent().p2_read = false;
+ if (PlayerPrefs.GetInt("ai2") != -1)
+ calibration.GetComponent().p2_read = false;
StartCalibration();
return;
}
- if (LocalInputManager.instance.p1Scheme == LocalInputManager.ControlScheme.AI)
- {
- go_calibration.GetComponent()
- .afterCalibration
- .AddListener(startCatAndMouse);
- }
- if (LocalInputManager.instance.p1Scheme == LocalInputManager.ControlScheme.OriginalConsole)
- {
- go_calibration.GetComponent().p1_read = true;
+ switch (LocalInputManager.instance.p1Scheme) {
+ case LocalInputManager.ControlScheme.AI:
+ calibration.GetComponent().afterCalibration.AddListener(StartCatAndMouse);
+ break;
+ case LocalInputManager.ControlScheme.OriginalConsole:
+ calibration.GetComponent().p1_read = true;
+ break;
+ case LocalInputManager.ControlScheme.Keyboard:
+ break;
+ case LocalInputManager.ControlScheme.Traditional:
+ break;
+ case LocalInputManager.ControlScheme.OdysseyCon:
+ break;
+ case LocalInputManager.ControlScheme.OdysseyConLegacy:
+ break;
+ default:
+ throw new ArgumentOutOfRangeException();
}
- if (LocalInputManager.instance.p2Scheme == LocalInputManager.ControlScheme.OriginalConsole)
- {
- go_calibration.GetComponent().p2_read = true;
+
+ if (LocalInputManager.instance.p2Scheme == LocalInputManager.ControlScheme.OriginalConsole) {
+ calibration.GetComponent().p2_read = true;
}
StartCalibration();
-
- //}
- }
-
- // Update is called once per frame
- void Update()
- {
-
}
- public void startCatAndMouse()
- {
- go_calibration.SetActive(false);
+ private void StartCatAndMouse() {
+ calibration.SetActive(false);
GameObject p1 = ElementSettings.FindFromNameAndTag("PlayerTarget", "Player1");
GameObject p2 = ElementSettings.FindFromNameAndTag("PlayerTarget", "Player2");
int player1AI = PlayerPrefs.GetInt("ai1");
int player2AI = PlayerPrefs.GetInt("ai2");
- if(player1AI != -1) {
+ if (player1AI != -1) {
p1.GetComponent().enabled = true;
p1.GetComponent().enabled = true;
p1.GetComponent().level = player1AI;
}
- if(player2AI != -1) {
+
+ if (player2AI != -1) {
p2.GetComponent().enabled = true;
p2.GetComponent().enabled = true;
p2.GetComponent().level = player2AI;
}
- go_AI.SetActive(true);
- }
- public void StartCalibration()
- {
- go_AI.SetActive(false);
- go_calibration.SetActive(true);
+ AI.SetActive(true);
}
- public void StartGame_2p()
- {
-
+ private void StartCalibration() {
+ AI.SetActive(false);
+ calibration.SetActive(true);
}
+
+ public void StartGame_2p() { }
}
diff --git a/OdysseyNow/Assets/Scenes/MainMenu.unity b/OdysseyNow/Assets/Scenes/MainMenu.unity
index ecdb872..c6d0592 100644
--- a/OdysseyNow/Assets/Scenes/MainMenu.unity
+++ b/OdysseyNow/Assets/Scenes/MainMenu.unity
@@ -13925,7 +13925,7 @@ MonoBehaviour:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1707679380}
- m_MethodName: loadCalibrationScene
+ m_MethodName: LoadCalibrationScene
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
diff --git a/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/cat/CatAI.cs b/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/cat/CatAI.cs
index 9d4f921..c63af48 100644
--- a/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/cat/CatAI.cs
+++ b/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/cat/CatAI.cs
@@ -1,20 +1,16 @@
-using System.Collections;
-using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
-public class CatAI : MonoBehaviour
-{
-
+public class CatAI : MonoBehaviour {
private float nextActionTime = 0.0f;
private float period = 2f;
- public GameObject target;
private NavMeshAgent agent;
+
+ public GameObject target;
public int level;
// Start is called before the first frame update
- void Start()
- {
+ private void Start() {
// Agent tend to rotate game object, that can be
// undesirable
agent = GetComponent();
@@ -23,26 +19,28 @@ void Start()
}
// Update is called once per frame
- void Update()
- {
- if ( ! agent.enabled) { return; }
+ private void Update() {
+ if (!agent.enabled) {
+ return;
+ }
- if ((transform.position - target.transform.position).magnitude < 1)
- {
+ if ((transform.position - target.transform.position).magnitude < 1) {
Debug.Log("Cat has the mouse.");
}
- switch(level){
+
+ switch (level) {
case 1:
- if (Time.time > nextActionTime ) {
- nextActionTime += Time.time + period;
- agent.SetDestination(new Vector3(Random.Range(-4, 4), Random.Range(-4, 4), 0));
- }
- break;
+ if (Time.time > nextActionTime) {
+ nextActionTime += Time.time + period;
+ agent.SetDestination(new Vector3(Random.Range(-4, 4), Random.Range(-4, 4), 0));
+ }
+
+ break;
case 2:
- break;
+ break;
case 3:
- agent.SetDestination(target.transform.position);
- break;
+ agent.SetDestination(target.transform.position);
+ break;
}
}
}
diff --git a/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs b/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs
index 2563fdb..7e81087 100644
--- a/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs
+++ b/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs
@@ -1,18 +1,14 @@
-using System.Collections;
-using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
-public class MouseAI : MonoBehaviour
-{
+public class MouseAI : MonoBehaviour {
+ private NavMeshAgent agent;
public Transform target;
- private NavMeshAgent agent;
public int level;
// Start is called before the first frame update
- private void Start()
- {
+ private void Start() {
// Agent tend to rotate game object, that can be
// undesirable
agent = GetComponent();
@@ -21,22 +17,23 @@ private void Start()
}
// Update is called once per frame
- private void Update()
- {
- if ( ! agent.enabled) { return; }
+ private void Update() {
+ if (!agent.enabled) {
+ return;
+ }
- if ((transform.position - target.position).magnitude < 1)
- {
+ if ((transform.position - target.position).magnitude < 1) {
Debug.Log("Mouse has the cheese");
}
- switch(level){
+
+ switch (level) {
case 1:
- break;
+ break;
case 2:
- agent.SetDestination(target.position);
- break;
+ agent.SetDestination(target.position);
+ break;
case 3:
- break;
+ break;
}
}
}
diff --git a/OdysseyNow/Assets/Scripts/Graphics/CalibrationButtonBehaviour.cs b/OdysseyNow/Assets/Scripts/Graphics/CalibrationButtonBehaviour.cs
index c4a701d..1594622 100644
--- a/OdysseyNow/Assets/Scripts/Graphics/CalibrationButtonBehaviour.cs
+++ b/OdysseyNow/Assets/Scripts/Graphics/CalibrationButtonBehaviour.cs
@@ -3,21 +3,8 @@
using UnityEngine;
using UnityEngine.SceneManagement;
-public class CalibrationButtonBehaviour : MonoBehaviour
-{
- // Start is called before the first frame update
- void Start()
- {
-
- }
-
- // Update is called once per frame
- void Update()
- {
-
- }
-
- public void loadCalibrationScene() {
+public class CalibrationButtonBehaviour : MonoBehaviour {
+ public void LoadCalibrationScene() {
SceneManager.LoadScene("Calibration");
}
}
diff --git a/OdysseyNow/Assets/Scripts/Graphics/HoverText.cs b/OdysseyNow/Assets/Scripts/Graphics/HoverText.cs
index 9ed8ba4..a4fca14 100644
--- a/OdysseyNow/Assets/Scripts/Graphics/HoverText.cs
+++ b/OdysseyNow/Assets/Scripts/Graphics/HoverText.cs
@@ -2,55 +2,46 @@
using System.Collections.Generic;
using UnityEngine;
-namespace Graphics
-{
+namespace Graphics {
///
/// Handles the slight moving HAL logo in the main menu.
/// This isn't complicated enough to warrent additional documentation - it works!
///
- public class HoverText : MonoBehaviour
- {
+ public class HoverText : MonoBehaviour {
float startY;
public float yRange;
public float speed;
bool goUp;
// Start is called before the first frame update
- void Start()
- {
+ private void Start() {
startY = transform.position.y;
goUp = true;
}
// Update is called once per frame
- void Update()
- {
+ private void Update() {
float tempSpeed;
- if (goUp)
- {
+ if (goUp) {
tempSpeed = speed * ((startY + yRange) - transform.position.y);
if (tempSpeed <= speed * 0.4f)
tempSpeed = speed * 0.4f;
transform.Translate(tempSpeed * transform.up);
- if (transform.position.y > (startY + yRange))
- {
+ if (transform.position.y > (startY + yRange)) {
goUp = false;
}
}
- else
- {
+ else {
tempSpeed = speed * (transform.position.y - (startY - yRange));
if (tempSpeed <= speed * 0.4f)
tempSpeed = speed * 0.4f;
transform.Translate(-tempSpeed * transform.up);
- if (transform.position.y < (startY - yRange))
- {
+ if (transform.position.y < (startY - yRange)) {
goUp = true;
}
}
}
}
-
}
diff --git a/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs b/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs
index 8994515..0194fb1 100644
--- a/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs
+++ b/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs
@@ -4,108 +4,119 @@
using UnityEngine.SceneManagement;
using UnityEngine.UI;
-namespace Graphics
-{
+namespace Graphics {
///
/// Behavior of all menu buttons in the main menu (and pause menus).
///
- public class MenuButtonBehavior : MonoBehaviour
- {
+ public class MenuButtonBehavior : MonoBehaviour {
// another UI object that will replace this element on screen, if clicked
public GameObject otherMenu;
+
// another UI object that will replace this element on screen, if clicked
public GameObject gameSelect;
+
// toggle that determines menu control flow
public Toggle aiToggle;
+
// toggle that determines menu control flow
public Toggle connectToggle;
+ private Transform _parent;
+
///
- /// On start, set button click lisstener.
+ /// On start, set button click listener.
///
- void Start()
- {
+ private void Start() {
gameObject.GetComponent