diff --git a/OdysseyNow/.idea/.idea.OdysseyNow/.idea/contentModel.xml b/OdysseyNow/.idea/.idea.OdysseyNow/.idea/contentModel.xml
index 4570b1c..467c314 100644
--- a/OdysseyNow/.idea/.idea.OdysseyNow/.idea/contentModel.xml
+++ b/OdysseyNow/.idea/.idea.OdysseyNow/.idea/contentModel.xml
@@ -649,7 +649,6 @@
-
@@ -662,7 +661,6 @@
-
diff --git a/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml b/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml
index f5053a4..d81f306 100644
--- a/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml
+++ b/OdysseyNow/.idea/.idea.OdysseyNow/.idea/workspace.xml
@@ -2,10 +2,18 @@
+
-
+
+
+
+
+
+
+
+
@@ -25,14 +33,15 @@
+
+
-
@@ -41,16 +50,17 @@
-
-
-
+
+
-
+
+
+
@@ -91,7 +101,7 @@
1581698908865
-
+
diff --git a/OdysseyNow/Assets/ModeDirector.cs b/OdysseyNow/Assets/ModeDirector.cs
index 01b59e0..fb9e7b4 100644
--- a/OdysseyNow/Assets/ModeDirector.cs
+++ b/OdysseyNow/Assets/ModeDirector.cs
@@ -23,60 +23,36 @@ private void Start() {
//{
// Enable calibration
- if (LocalInputManager.instance == null) {
- switch (PlayerPrefs.GetString("game")) {
- case "Cat and Mouse":
- // load cat and mouse after calibration
- calibration.GetComponent().afterCalibration.AddListener(StartCatAndMouse);
- break;
- case "Super Cat and Mouse":
- break;
- case "Haunted House":
- break;
- case "Zoo Breakout":
- break;
- case "Football: Running":
- break;
- }
- // fixme
-
-
- calibration.GetComponent().useOverlay = false;
-
- // if p1 is ai, don't read calibration
- if (PlayerPrefs.GetInt("ai1") != -1)
- calibration.GetComponent().p1_read = false;
- // if p2 is ai, don't read calibration
- if (PlayerPrefs.GetInt("ai2") != -1)
- calibration.GetComponent().p2_read = false;
- StartCalibration();
-
- return;
- }
-
- switch (LocalInputManager.instance.p1Scheme) {
- case LocalInputManager.ControlScheme.AI:
+ switch (PlayerPrefs.GetString("game")) {
+ case "Cat and Mouse":
+ // load cat and mouse after calibration
calibration.GetComponent().afterCalibration.AddListener(StartCatAndMouse);
break;
- case LocalInputManager.ControlScheme.OriginalConsole:
- calibration.GetComponent().p1_read = true;
+ case "Super Cat and Mouse":
break;
- case LocalInputManager.ControlScheme.Keyboard:
+ case "Haunted House":
break;
- case LocalInputManager.ControlScheme.Traditional:
+ case "Zoo Breakout":
break;
- case LocalInputManager.ControlScheme.OdysseyCon:
+ case "Football: Running":
break;
- case LocalInputManager.ControlScheme.OdysseyConLegacy:
- break;
- default:
- throw new ArgumentOutOfRangeException();
}
- if (LocalInputManager.instance.p2Scheme == LocalInputManager.ControlScheme.OriginalConsole) {
- calibration.GetComponent().p2_read = true;
- }
+ // if both input schemes are keyboard, then no need for overlay
+ // calibration.GetComponent().useOverlay = false;
+
+ calibration.GetComponent().useOverlay = true;
+ var p1Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P1Input"));
+ var p2Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P2Input"));
+ // if p1 is ai, don't read calibration
+ if (p1Input == LocalInputManager.ControlScheme.AI)
+ calibration.GetComponent().p1_read = false;
+ // if p2 is ai, don't read calibration
+ if (p2Input == LocalInputManager.ControlScheme.AI)
+ calibration.GetComponent().p2_read = false;
StartCalibration();
}
@@ -84,18 +60,20 @@ private void StartCatAndMouse() {
calibration.SetActive(false);
var p1 = ElementSettings.FindFromNameAndTag("PlayerTarget", "Player1");
var p2 = ElementSettings.FindFromNameAndTag("PlayerTarget", "Player2");
- var player1AI = PlayerPrefs.GetInt("ai1");
- var player2AI = PlayerPrefs.GetInt("ai2");
- if (player1AI != -1) {
+ var p1Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P1Input"));
+ var p2Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P2Input"));
+ if (p1Input == LocalInputManager.ControlScheme.AI) {
p1.GetComponent().enabled = true;
p1.GetComponent().enabled = true;
- p1.GetComponent().level = player1AI;
+ p1.GetComponent().level = PlayerPrefs.GetInt("ai1");
}
- if (player2AI != -1) {
+ if (p2Input == LocalInputManager.ControlScheme.AI) {
p2.GetComponent().enabled = true;
p2.GetComponent().enabled = true;
- p2.GetComponent().level = player2AI;
+ p2.GetComponent().level = PlayerPrefs.GetInt("ai2");
}
AI.SetActive(true);
diff --git a/OdysseyNow/Assets/Scenes/MainMenu.unity b/OdysseyNow/Assets/Scenes/MainMenu.unity
index c6d0592..e5eb3a9 100644
--- a/OdysseyNow/Assets/Scenes/MainMenu.unity
+++ b/OdysseyNow/Assets/Scenes/MainMenu.unity
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@@ -17201,7 +15428,6 @@ MonoBehaviour:
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gameSelect: {fileID: 535451720}
- aiToggle: {fileID: 970121314}
connectToggle: {fileID: 1882719786}
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diff --git a/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs b/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs
index 7e81087..f500cee 100644
--- a/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs
+++ b/OdysseyNow/Assets/Scripts/AI/card4/catAndMouse/mouse/MouseAI.cs
@@ -28,9 +28,9 @@ private void Update() {
switch (level) {
case 1:
+ agent.SetDestination(target.position);
break;
case 2:
- agent.SetDestination(target.position);
break;
case 3:
break;
diff --git a/OdysseyNow/Assets/Scripts/Actors/PlayerTargetController.cs b/OdysseyNow/Assets/Scripts/Actors/PlayerTargetController.cs
index 6a7eb77..5f26737 100644
--- a/OdysseyNow/Assets/Scripts/Actors/PlayerTargetController.cs
+++ b/OdysseyNow/Assets/Scripts/Actors/PlayerTargetController.cs
@@ -6,24 +6,27 @@
using CardDirection;
using HardwareInterface;
-namespace Actors
-{
+namespace Actors {
///
/// This controls the player target: where the player box is trying to move to. It has to account for most possible input methods.
/// This also controls the english target, though we may want to change that as this script continues to expand in complexity.
///
- public class PlayerTargetController : MonoBehaviour
- {
+ public class PlayerTargetController : MonoBehaviour {
//This is the visible player block.
public GameObject playerCube;
+
//The start location of the target.
public float startx, starty;
+
//The initial speed... might be redundant at this point...
public float speed = 5f;
+
//Key configurations for keyboard controls... this is not the best way to do this.
public KeyCode up, down, left, right, reset;
+
//bool of whether hitting reset will extinguish the player block
public bool resetExtinguish;
+
//player number (most likely player 1 or player 2)
int player;
@@ -31,11 +34,9 @@ public class PlayerTargetController : MonoBehaviour
InputDevice con;
///On start, set the player number and connect the controller.
- private void Start()
- {
+ private void Start() {
player = 1;
- switch (gameObject.tag)
- {
+ switch (gameObject.tag) {
case "Player1":
player = 1;
break;
@@ -56,14 +57,11 @@ private void Start()
///
/// If possible, get a traditional gamepad for this player.
///
- void ConnectController()
- {
- try
- {
+ private void ConnectController() {
+ try {
con = InputManager.ActiveDevices[(player - 1) % 2];
}
- catch (Exception e)
- {
+ catch (Exception e) {
//Debug.Log(e.Message);
//Debug.Log("Missing gamepad: " + ((player - 1) % 2));
}
@@ -72,179 +70,151 @@ void ConnectController()
///
/// Gets the control scheme based on what was selected in the LocalInputManager. Default is keyboard controls.
///
- /// A number corresponding to the control scheme
- int GetControlScheme()
- {
- LocalInputManager.ControlScheme scheme = LocalInputManager.ControlScheme.Keyboard;
-
- if (LocalInputManager.instance == null) {
- scheme = LocalInputManager.ControlScheme.Keyboard;
- } else if (player == 1 || player == 3){
- scheme = LocalInputManager.instance.p1Scheme;
- }
- else if (player == 2 || player == 4)
- {
- scheme = LocalInputManager.instance.p2Scheme;
- }
-
- switch (scheme)
- {
- case LocalInputManager.ControlScheme.Keyboard:
- return 0;
- case LocalInputManager.ControlScheme.Traditional:
- return 1;
- case LocalInputManager.ControlScheme.OdysseyCon:
- return 2;
- case LocalInputManager.ControlScheme.OriginalConsole:
- return 3;
- case LocalInputManager.ControlScheme.AI:
- return 4;
- case LocalInputManager.ControlScheme.OdysseyConLegacy:
- return 5;
+ /// The control scheme
+ private LocalInputManager.ControlScheme GetControlScheme() {
+ var p1Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P1Input"));
+ var p2Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P2Input"));
+ switch (player) {
+ case 1:
+ case 3:
+ return p1Input;
+ case 2:
+ case 4:
+ return p2Input;
}
- return 0;
+ return LocalInputManager.ControlScheme.Keyboard;
}
///
/// On update, try to connect the controller if it isn't already connected & move if the game isn't paused.
///
- void Update()
- {
+ private void Update() {
//If you aren't connected and you can connect, try to connect.
- if (InputManager.ActiveDevices != null && InputManager.ActiveDevices.Count > 0 && con == null)
- {
+ if (InputManager.ActiveDevices != null && InputManager.ActiveDevices.Count > 0 && con == null) {
ConnectController();
}
-
+
//If the game isn't paused, move.
- if (!Director.instance.paused)
- {
+ if (!Director.instance.paused) {
//If you have keyboard controls...
- if (GetControlScheme() == 0)
- {
+ if (GetControlScheme() == 0) {
//player target & english control for keyboard controls
float x = gameObject.transform.position.x;
float y = gameObject.transform.position.y;
float adjustedspeed = speed / 10;
- if (Input.GetKey(up) && y < 6)
- {
+ if (Input.GetKey(up) && y < 6) {
y += adjustedspeed;
}
- if (Input.GetKey(down) && y > -6)
- {
+
+ if (Input.GetKey(down) && y > -6) {
y -= adjustedspeed;
}
- if (Input.GetKey(left) && x > -8)
- {
+
+ if (Input.GetKey(left) && x > -8) {
x -= adjustedspeed;
}
- if (Input.GetKey(right) && x < 8)
- {
+
+ if (Input.GetKey(right) && x < 8) {
x += adjustedspeed;
}
gameObject.transform.position = new Vector3(x, y, gameObject.transform.position.z);
- if (Input.GetKeyDown(reset))
- {
+ if (Input.GetKeyDown(reset)) {
ResetButtonDown();
}
- if (Input.GetKeyUp(reset))
- {
+ if (Input.GetKeyUp(reset)) {
ResetButtonUp();
}
}
//if you have traditional gamepad controls
- else if (GetControlScheme() == 1 && player < 3)
- {
+ else if (GetControlScheme() == LocalInputManager.ControlScheme.Traditional && player < 3) {
//Player target controller for traditional gamepad
- try
- {
- if (Math.Abs(con.LeftStickX.RawValue) < 0.05f || Math.Abs(con.LeftStickY.RawValue) < 0.05f || Math.Abs(con.RightStickX.RawValue) < 0.05f)
- {
- gameObject.transform.position = new Vector3(10 * con.LeftStickX.RawValue, 10 * con.LeftStickY.RawValue, transform.position.z);
+ try {
+ if (Math.Abs(con.LeftStickX.RawValue) < 0.05f || Math.Abs(con.LeftStickY.RawValue) < 0.05f ||
+ Math.Abs(con.RightStickX.RawValue) < 0.05f) {
+ gameObject.transform.position =
+ new Vector3(10 * con.LeftStickX.RawValue, 10 * con.LeftStickY.RawValue,
+ transform.position.z);
}
- else
- {
- gameObject.transform.position = new Vector3(10 * con.ReadRawAnalogValue(0), -10 * con.ReadRawAnalogValue(1), transform.position.z);
+ else {
+ gameObject.transform.position =
+ new Vector3(10 * con.ReadRawAnalogValue(0), -10 * con.ReadRawAnalogValue(1),
+ transform.position.z);
}
//TODO: handle reset button for all gamepads. One can probably do this with con, an InControl object.
- if (con.Action1.WasPressed)
- {
+ if (con.Action1.WasPressed) {
ResetButtonDown();
}
- if (con.Action2.WasReleased)
- {
+ if (con.Action2.WasReleased) {
ResetButtonUp();
}
}
catch (Exception e) { }
}
//If you have traditional gamepad controls & this is attached to the english target
- else if (GetControlScheme() == 1)
- {
+ else if (GetControlScheme() == LocalInputManager.ControlScheme.Traditional) {
//Control for english with gamepad
- try
- {
- if (con.RightStickX.RawValue != 0)
- {
- gameObject.transform.position = new Vector3(transform.position.x, 6 * con.RightStickX.RawValue, transform.position.z);
+ try {
+ if (con.RightStickX.RawValue != 0) {
+ gameObject.transform.position =
+ new Vector3(transform.position.x, 6 * con.RightStickX.RawValue, transform.position.z);
}
- else
- {
- gameObject.transform.position = new Vector3(transform.position.x, -6 * con.ReadRawAnalogValue(3), transform.position.z);
+ else {
+ gameObject.transform.position =
+ new Vector3(transform.position.x, -6 * con.ReadRawAnalogValue(3), transform.position.z);
}
}
catch (Exception e) { }
}
//If you have a new OdysseyCon (the arduino one)
- else if (GetControlScheme() == 2 && player < 3)
- {
+ else if (GetControlScheme() == LocalInputManager.ControlScheme.OdysseyCon && player < 3) {
//control for player target with OdysseyCon
OdysseyConDirector.instance.pluggedIn = true;
- if (player == 1)
- {
- OdysseyConDirector.instance.p1Con = true;
- }
- if (player == 2)
- {
- OdysseyConDirector.instance.p2Con = true;
+ switch (player) {
+ case 1:
+ OdysseyConDirector.instance.p1Con = true;
+ break;
+ case 2:
+ OdysseyConDirector.instance.p2Con = true;
+ break;
}
+
//TODO: Handle reset buttons
}
//If you're controlling with an original console.
//This basically just lets the console mirror handle everything. The Unity simulation is a slave.
- else if (GetControlScheme() == 3 && player < 3)
- {
+ else if (GetControlScheme() == LocalInputManager.ControlScheme.OriginalConsole && player < 3) {
ConsoleMirror.instance.pluggedIn = true;
- if (player == 1)
- {
- ConsoleMirror.instance.p1Console = true;
- }
- if (player == 2)
- {
- ConsoleMirror.instance.p2Console = true;
+ switch (player) {
+ case 1:
+ ConsoleMirror.instance.p1Console = true;
+ break;
+ case 2:
+ ConsoleMirror.instance.p2Console = true;
+ break;
}
}
//If you have an older legacy OdysseyCon (the older arduino controller)
- else if (GetControlScheme() == 5 && player < 3)
- {
+ else if (GetControlScheme() == LocalInputManager.ControlScheme.OdysseyConLegacy && player < 3) {
//control for player target with OdysseyCon
OdysseyConLegacyDirector.instance.pluggedIn = true;
- if (player == 1)
- {
- OdysseyConLegacyDirector.instance.p1Con = true;
- }
- if (player == 2)
- {
- OdysseyConLegacyDirector.instance.p2Con = true;
+ switch (player) {
+ case 1:
+ OdysseyConLegacyDirector.instance.p1Con = true;
+ break;
+ case 2:
+ OdysseyConLegacyDirector.instance.p2Con = true;
+ break;
}
}
}
@@ -255,22 +225,20 @@ void Update()
/// If you extinguish on reset down, call extinguish.
/// Call the reset action on the ball.
///
- private void ResetButtonDown()
- {
- if (resetExtinguish)
- {
- extinguish();
+ private void ResetButtonDown() {
+ if (resetExtinguish) {
+ Extinguish();
}
+
GameObject.FindWithTag("Ball").GetComponent().resetButton(gameObject.tag);
}
///
/// Handles when the reset button is let back up
///
- private void ResetButtonUp()
- {
+ private void ResetButtonUp() {
GameObject.FindWithTag("Ball").GetComponent().resetButtonUp(gameObject.tag);
- unExtinguish();
+ UnExtinguish();
if (gameObject.CompareTag("Player1"))
ConsoleMirror.instance.p1Reset();
}
@@ -278,8 +246,7 @@ private void ResetButtonUp()
///
/// On unextinguish, make the player visible and collidable again.
///
- void unExtinguish()
- {
+ private void UnExtinguish() {
playerCube.GetComponent().enabled = true;
playerCube.GetComponent().enabled = true;
}
@@ -287,10 +254,9 @@ void unExtinguish()
///
/// On extinguish, make the ball invisible and uncollidable.
///
- void extinguish()
- {
+ private void Extinguish() {
playerCube.GetComponent().enabled = false;
playerCube.GetComponent().enabled = false;
}
}
-}
\ No newline at end of file
+}
diff --git a/OdysseyNow/Assets/Scripts/CardDirection/LocalInputManager.cs b/OdysseyNow/Assets/Scripts/CardDirection/LocalInputManager.cs
index 6fc641b..9f08780 100644
--- a/OdysseyNow/Assets/Scripts/CardDirection/LocalInputManager.cs
+++ b/OdysseyNow/Assets/Scripts/CardDirection/LocalInputManager.cs
@@ -1,7 +1,4 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
+using UnityEngine;
using UnityEngine.UI;
namespace CardDirection {
@@ -9,9 +6,6 @@ namespace CardDirection {
/// Manages the configuration of input methods.
///
public class LocalInputManager : MonoBehaviour {
- //Singleton instance.
- public static LocalInputManager instance;
-
//The possible control schemes
public enum ControlScheme {
Keyboard,
@@ -22,162 +16,100 @@ public enum ControlScheme {
OdysseyConLegacy
};
- //Control schemes for both players
- public ControlScheme p1Scheme = ControlScheme.Keyboard;
- public ControlScheme p2Scheme = ControlScheme.Keyboard;
-
- //Dropdown's for the two options
- GameObject p1Option;
- GameObject p2Option;
+ // Dropdowns for the two options
+ public Dropdown p1Option;
+ public Dropdown p2Option;
- ///
- /// On awake, make a singleton
- ///
- private void Awake() {
- if (LocalInputManager.instance != null) {
- //Destroy(gameObject);
- }
- else {
- instance = this;
- DontDestroyOnLoad(gameObject);
- }
- }
+ // slider to choose P1 AI difficulty
+ public Slider difficultySliderP1;
+ public Text sliderTextP1;
- ///
- /// Public method that initializes the input manager, starting a coroutine. This had to be separate from the coroutine itself so that the coroutine would belong to this object.
- ///
- public void Init() {
- StartCoroutine(InitSoon());
- }
+ // slider to choose P2 AI difficulty
+ public Slider difficultySliderP2;
+ public Text sliderTextP2;
///
- /// Wait one second and then init the menu controls.
+ /// On start, set button click listener.
///
- ///
- IEnumerator InitSoon() {
- yield return new WaitForSeconds(1f);
- InitialControls();
+ private void Start() {
+ p1Option.onValueChanged.AddListener(value => P1ControlChanged());
+ p2Option.onValueChanged.AddListener(value => P2ControlChanged());
+ difficultySliderP1.onValueChanged.AddListener(value => P1SliderChanged());
+ difficultySliderP2.onValueChanged.AddListener(value => P2SliderChanged());
+ // hide the sliders' parent by default
+ difficultySliderP1.transform.parent.gameObject.SetActive(false);
+ difficultySliderP2.transform.parent.gameObject.SetActive(false);
}
- ///
- /// Sets up the previously selected options for control schemes. This is basically just necessary for when one chooses a control scheme, plays a card, and then returns to the main menu. Updates the dropdowns.
- ///
- private void InitialControls() {
- if (p1Option == null || p2Option == null) {
- p1Option = GameObject.Find("P1ControllerDropdown");
- p2Option = GameObject.Find("P2ControllerDropdown");
-
- if (p1Option == null || p2Option == null) {
- Debug.Log("Trouble initiating!");
- Init();
- return;
- }
- }
-
- switch (p1Scheme) {
- case ControlScheme.Keyboard:
- p1Option.GetComponent().value = 0;
- break;
- case ControlScheme.Traditional:
- p1Option.GetComponent().value = 1;
- break;
- case ControlScheme.OdysseyCon:
- p1Option.GetComponent().value = 2;
- break;
- case ControlScheme.OriginalConsole:
- p1Option.GetComponent().value = 3;
- break;
- case ControlScheme.AI:
- p1Option.GetComponent().value = 4;
- break;
- case ControlScheme.OdysseyConLegacy:
- p1Option.GetComponent().value = 5;
- break;
- default:
- throw new ArgumentOutOfRangeException();
- }
-
- switch (p2Scheme) {
- case ControlScheme.Keyboard:
- p2Option.GetComponent().value = 0;
- break;
- case ControlScheme.Traditional:
- p2Option.GetComponent().value = 1;
- break;
- case ControlScheme.OdysseyCon:
- p2Option.GetComponent().value = 2;
- break;
- case ControlScheme.OriginalConsole:
- p2Option.GetComponent().value = 3;
- break;
- case ControlScheme.AI:
- p2Option.GetComponent().value = 4;
- break;
- case ControlScheme.OdysseyConLegacy:
- p2Option.GetComponent().value = 5;
- break;
- default:
- throw new ArgumentOutOfRangeException();
- }
+ private void P1SliderChanged() {
+ var value = (int) difficultySliderP1.value;
+ sliderTextP1.text = "Difficulty: " + value;
+ PlayerPrefs.SetInt("ai1", value);
}
- ///
- /// When the input manager is destroyed, be sure to initialize a new one.
- ///
- private void OnDestroy() {
- LocalInputManager.instance.Init();
+ private void P2SliderChanged() {
+ var value = (int) difficultySliderP2.value;
+ sliderTextP2.text = "Difficulty: " + value;
+ PlayerPrefs.SetInt("ai2", value);
}
- ///
- /// Update the control scheme based on options selected on the dropdowns.
- ///
- public void UpdateControls() {
- if (p1Option == null || p2Option == null) {
- p1Option = GameObject.Find("P1ControllerDropdown");
- p2Option = GameObject.Find("P2ControllerDropdown");
- }
- switch (p1Option.GetComponent().value) {
+ private void P1ControlChanged() {
+ switch (p1Option.value) {
case 0:
- p1Scheme = ControlScheme.Keyboard;
+ SetP1UserOptions(ControlScheme.Keyboard.ToString());
break;
case 1:
- p1Scheme = ControlScheme.Traditional;
+ SetP1UserOptions(ControlScheme.Traditional.ToString());
break;
case 2:
- p1Scheme = ControlScheme.OdysseyCon;
+ SetP1UserOptions(ControlScheme.OdysseyCon.ToString());
break;
case 3:
- p1Scheme = ControlScheme.OriginalConsole;
+ SetP1UserOptions(ControlScheme.OriginalConsole.ToString());
break;
case 4:
- p1Scheme = ControlScheme.AI;
+ PlayerPrefs.SetString("P1Input", ControlScheme.AI.ToString());
+ difficultySliderP1.transform.parent.gameObject.SetActive(true);
break;
case 5:
- p1Scheme = ControlScheme.OdysseyConLegacy;
+ SetP1UserOptions(ControlScheme.OdysseyConLegacy.ToString());
break;
}
+ }
- switch (p2Option.GetComponent().value) {
+ private void P2ControlChanged() {
+ switch (p2Option.value) {
case 0:
- p2Scheme = ControlScheme.Keyboard;
+ SetP2UserOptions(ControlScheme.Keyboard.ToString());
break;
case 1:
- p2Scheme = ControlScheme.Traditional;
+ SetP2UserOptions(ControlScheme.Traditional.ToString());
break;
case 2:
- p2Scheme = ControlScheme.OdysseyCon;
+ SetP2UserOptions(ControlScheme.OdysseyCon.ToString());
break;
case 3:
- p2Scheme = ControlScheme.OriginalConsole;
+ SetP2UserOptions(ControlScheme.OriginalConsole.ToString());
break;
case 4:
- p2Scheme = ControlScheme.AI;
+ PlayerPrefs.SetString("P2Input", ControlScheme.AI.ToString());
+ difficultySliderP2.transform.parent.gameObject.SetActive(true);
break;
case 5:
- p2Scheme = ControlScheme.OdysseyConLegacy;
+ SetP2UserOptions(ControlScheme.OdysseyConLegacy.ToString());
break;
}
}
+
+ private void SetP1UserOptions(string controlOption) {
+ PlayerPrefs.SetString("P1Input", controlOption);
+ difficultySliderP1.transform.parent.gameObject.SetActive(false);
+ }
+
+ private void SetP2UserOptions(string controlOption) {
+ PlayerPrefs.SetString("P2Input", controlOption);
+ difficultySliderP2.transform.parent.gameObject.SetActive(false);
+ }
}
}
diff --git a/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs b/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs
index 0194fb1..d6b8827 100644
--- a/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs
+++ b/OdysseyNow/Assets/Scripts/Graphics/MenuButtonBehavior.cs
@@ -1,5 +1,4 @@
-using System.Collections;
-using System.Collections.Generic;
+using CardDirection;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
@@ -15,9 +14,6 @@ public class MenuButtonBehavior : MonoBehaviour {
// 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;
@@ -35,11 +31,16 @@ private void Start() {
/// On button click, either load a scene with the same name as this object or move around menu objects.
///
private void ButtonClicked() {
+ var p1Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P1Input"));
+ var p2Input = (LocalInputManager.ControlScheme) System.Enum.Parse(typeof(LocalInputManager.ControlScheme),
+ PlayerPrefs.GetString("P2Input"));
+ var isAI = p1Input == LocalInputManager.ControlScheme.AI || p2Input == LocalInputManager.ControlScheme.AI;
// if gameSelect is null then this is just a normal button
if (gameSelect != null) {
// if the user wants to play with AI then they must be taken to the game
// select irrespective of connecting an odyssey console.
- if (aiToggle.isOn) {
+ if (isAI) {
gameSelect.SetActive(true);
// get Game selects child based on card name
gameSelect.transform.Find(transform.name).gameObject.SetActive(true);
@@ -57,39 +58,13 @@ private void ButtonClicked() {
}
}
else if (otherMenu != null) {
- // if we are the back button in AI select, enable or disable play based on whether or not AI was selected
- // this works because AI select back button knows which game selection menu to return to
- if (_parent.name == "AI Select" && transform.name == "Back Button") {
- if (_parent.Find("P1 AI Toggle").GetComponent().isOn ||
- _parent.Find("P2 AI Toggle").GetComponent().isOn) {
- otherMenu.transform.Find("Play Button").gameObject.SetActive(true);
- }
- else {
- otherMenu.transform.Find("Play Button").gameObject.SetActive(false);
- }
-
- otherMenu.transform.parent.gameObject.SetActive(true);
- }
-
switch (_parent.parent.name) {
// if we are the Play button in game select, determine if AI has been selected
case "Game Select" when transform.name == "Play Button": {
- var aiSelect = transform.root.Find("AI Select");
- // if AI has been selected, load the scene corresponding to the card of the game
- // otherwise, show a message to the player that they must select AI
- if (aiSelect.Find("P1 AI Toggle").GetComponent().isOn ||
- aiSelect.Find("P2 AI Toggle").GetComponent().isOn) {
- Debug.Log(_parent.name.Replace(" ", ""));
- SceneManager.LoadScene(_parent.name.Replace(" ", ""));
- // tells the scene configurer which game to use
- PlayerPrefs.SetString("game",
- _parent.Find("Game Drop Down").Find("Label").GetComponent()
- .text);
- }
- else {
- Debug.Log("Must pick at least 1 AI");
- }
-
+ SceneManager.LoadScene(_parent.name.Replace(" ", ""));
+ // tells the scene configurer which game to use
+ PlayerPrefs.SetString("game",
+ _parent.Find("Game Drop Down").Find("Label").GetComponent().text);
return;
}
// if we are the AI select button in game select, move to AI select
diff --git a/OdysseyNow/Assets/Scripts/Graphics/ToggleButtonBehavior.cs b/OdysseyNow/Assets/Scripts/Graphics/ToggleButtonBehavior.cs
deleted file mode 100644
index edf0b0b..0000000
--- a/OdysseyNow/Assets/Scripts/Graphics/ToggleButtonBehavior.cs
+++ /dev/null
@@ -1,47 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-using UnityEngine.UI;
-
-namespace Graphics {
- ///
- /// Behavior of AI toggle buttons and their sliders
- ///
- public class ToggleButtonBehavior : MonoBehaviour {
- // slider to choose AI difficulty
- public Slider difficultySlider;
- public Text sliderText;
-
- ///
- /// On start, set button click listener.
- ///
- private void Start() {
- gameObject.GetComponent().onValueChanged.AddListener(ToggleClicked);
- difficultySlider.onValueChanged.AddListener(value => SliderChanged());
- // hide the sliders parent by default
- difficultySlider.transform.parent.gameObject.SetActive(false);
- }
-
- ///
- /// On toggle, hide or show the slider
- ///
- private void ToggleClicked(bool on) {
- if (difficultySlider != null && on) {
- difficultySlider.transform.parent.gameObject.SetActive(true);
- }
- else if (difficultySlider != null && !on) {
- difficultySlider.transform.parent.gameObject.SetActive(false);
- }
- }
-
- ///
- /// On slider value change, update text to reflect difficulty
- ///
- private void SliderChanged() {
- if (sliderText != null) {
- sliderText.text = "Difficulty: " + difficultySlider.value;
- }
- }
- }
-}
diff --git a/OdysseyNow/Assets/Scripts/Graphics/ToggleButtonBehavior.cs.meta b/OdysseyNow/Assets/Scripts/Graphics/ToggleButtonBehavior.cs.meta
deleted file mode 100644
index c99abd3..0000000
--- a/OdysseyNow/Assets/Scripts/Graphics/ToggleButtonBehavior.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: a80a7b209a7770d438d9056865a27021
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/OdysseyNow/Assets/Scripts/saveData.cs b/OdysseyNow/Assets/Scripts/saveData.cs
deleted file mode 100644
index 3282e34..0000000
--- a/OdysseyNow/Assets/Scripts/saveData.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-using UnityEngine.UI;
-
-public class saveData : MonoBehaviour
-{
-
- public Slider aiSlider1;
- public Slider aiSlider2;
- public Toggle aiToggle1;
- public Toggle aiToggle2;
-
- // Start is called before the first frame update
- void Start()
- {
-
- }
-
- // Update is called once per frame
- void Update()
- {
-
- }
-
- // OnDestroy is called when the object is destroyed
- // either manually or on a scene change
- void OnDestroy()
- {
- // saves ai values so the next scene knows which ai to use
- int val1 = -1;
- int val2 = -1;
- if(aiToggle1.isOn)
- {
- val1 = (int) aiSlider1.value;
- }
- if(aiToggle2.isOn)
- {
- val2 = (int) aiSlider2.value;
- }
- PlayerPrefs.SetInt("ai1", val1);
- PlayerPrefs.SetInt("ai2", val2);
- }
-}
diff --git a/OdysseyNow/Assets/Scripts/saveData.cs.meta b/OdysseyNow/Assets/Scripts/saveData.cs.meta
deleted file mode 100644
index 1233ffa..0000000
--- a/OdysseyNow/Assets/Scripts/saveData.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 19bf66db833d88141b2e389ea2f050fa
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant: