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IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + * THE SOFTWARE. + */ + +using UnityEngine; +using System.Collections; + +public class BlockBehaviour : MonoBehaviour { + + private bool onShot = false; + private float shotSpeed = 0.3f; + private Vector3 shotVec = Vector3.zero; + + public void StartShot( Vector3 vec ) { + onShot = true; + shotVec = vec; + gameObject.GetComponent().isKinematic = false; + } + + void Update () { + if( onShot ) { + transform.Translate( shotVec * shotSpeed); + } + } + + void OnCollisionEnter2D( Collision2D coll ) { + Debug.Log("Stop"); + onShot = false; + gameObject.GetComponent().isKinematic = true; + } + void OnTriggerEnter2D( Collider2D other ) { + Debug.Log("Stop"); + onShot = false; + } +} diff --git a/unity/Assets/Scripts/BlockBehaviour.cs.meta b/unity/Assets/Scripts/BlockBehaviour.cs.meta new file mode 100644 index 000000000..861ee471d --- /dev/null +++ b/unity/Assets/Scripts/BlockBehaviour.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: aec4e7ac6635948e78c801b47f48ed68 +timeCreated: 1478326762 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/Scripts/BlockFactory.cs b/unity/Assets/Scripts/BlockFactory.cs new file mode 100644 index 000000000..b2c997ca3 --- /dev/null +++ b/unity/Assets/Scripts/BlockFactory.cs @@ -0,0 +1,66 @@ +/* + * The MIT License + * + * Copyright (c) 2016, Takashi Kokawa + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + * THE SOFTWARE. + */ + +using UnityEngine; +using System.Collections; + +public class BlockFactory : MonoBehaviour { + + // Block prefab + public GameObject blockPrefab; + + private int initialInstanciateNum = 200; + private ArrayList blocks; + + // out of game field + private Vector3 tempPos = new Vector3( 3000.0f, 0.0f, 0.0f ); + + private GameObject uiRoot; + private GameObject uiTemp; + + void Start() { + uiRoot = GameObject.FindGameObjectWithTag("UIRoot"); + uiTemp = GameObject.FindGameObjectWithTag("UITemp"); + + blocks = new ArrayList(initialInstanciateNum); + for( int i = 0; i < initialInstanciateNum; ++i ) { + GameObject block = (GameObject)GameObject.Instantiate(blockPrefab, uiTemp.transform); + block.transform.position = tempPos; + block.transform.localScale = Vector3.one; + blocks.Add( block ); + } + } + + public GameObject GetBlock() { + GameObject block = (GameObject)blocks[0]; + blocks.RemoveAt(0); // remove from factory. + block.transform.SetParent(uiRoot.transform); + return block; + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/unity/Assets/Scripts/BlockFactory.cs.meta b/unity/Assets/Scripts/BlockFactory.cs.meta new file mode 100644 index 000000000..0b16c6b5e --- /dev/null +++ b/unity/Assets/Scripts/BlockFactory.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 28149280d5ce841a290524e0d869cd65 +timeCreated: 1478323811 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/Scripts/InputManager.cs b/unity/Assets/Scripts/InputManager.cs new file mode 100644 index 000000000..442f38c3b --- /dev/null +++ b/unity/Assets/Scripts/InputManager.cs @@ -0,0 +1,122 @@ +/* + * The MIT License + * + * Copyright (c) 2016, Takashi Kokawa + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + * THE SOFTWARE. + */ + +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; +using System.Collections; + +public class InputManager : MonoBehaviour { + + private KeyCode[] keyList = new KeyCode[] { KeyCode.A, KeyCode.S, KeyCode.D, KeyCode.F, KeyCode.G, + KeyCode.H, KeyCode.J, KeyCode.K, KeyCode.L, KeyCode.Semicolon, KeyCode.Q, KeyCode.W, + KeyCode.E, KeyCode.R, KeyCode.T, KeyCode.Y, KeyCode.U, KeyCode.I, KeyCode.O, + KeyCode.P, KeyCode.Z, KeyCode.X, KeyCode.C, KeyCode.V, KeyCode.B, + KeyCode.N, KeyCode.M, KeyCode.Comma, KeyCode.Period, KeyCode.Slash}; + private Hashtable keyTable; + + private BlockFactory bf; + + void Start() { + keyTable = new Hashtable(keyList.Length); + GameObject[] keyTexts = GameObject.FindGameObjectsWithTag("Key"); + bf = GameObject.FindGameObjectWithTag("BlockFactory").GetComponent(); + + foreach( KeyCode key in keyList ) { + //Debug.Log(key); + foreach( GameObject obj in keyTexts ) { + string buttonText = obj.GetComponent().text; + if( buttonText.Equals( key.ToString() )) { + //Debug.Log(key.ToString() + " : " + buttonText); + // add parent (Button) Object. + keyTable.Add( key, obj.transform.parent ); + } else if( buttonText.Equals(";") && key == KeyCode.Semicolon ) { + //Debug.Log(key.ToString() + " : " + buttonText); + keyTable.Add( key, obj.transform.parent ); + } else if( buttonText.Equals(",") && key == KeyCode.Comma ) { + //Debug.Log(key.ToString() + " : " + buttonText); + keyTable.Add( key, obj.transform.parent ); + } else if( buttonText.Equals(".") && key == KeyCode.Period ) { + //Debug.Log(key.ToString() + " : " + buttonText); + keyTable.Add( key, obj.transform.parent ); + } else if( buttonText.Equals("/") && key == KeyCode.Slash ) { + //Debug.Log(key.ToString() + " : " + buttonText); + keyTable.Add( key, obj.transform.parent ); + } + } + } + } + + void Update () { + /* + if( Input.GetKeyDown(KeyCode.A) ) { + Debug.Log("A :" + keyTable[KeyCode.A]); + Transform buttonPos = (Transform)keyTable[KeyCode.A]; + GameObject block = bf.GetBlock(); + block.transform.position = buttonPos.position; + block.GetComponent().StartShot(Vector3.right); + }*/ + + foreach( KeyCode key in keyList ) { + if( Input.GetKeyDown(key) ) { + Debug.Log( key.ToString() + " : " + keyTable[key]); + Transform buttonPos = (Transform)keyTable[key]; + GameObject block = bf.GetBlock(); + block.transform.position = buttonPos.position; + block.GetComponent().StartShot(GetShotVec(key)); + } + } + + // Judge if symmetry + if( Input.GetKeyDown(KeyCode.Return) ) { + // とりあえず. + int sceneIndex = SceneManager.GetActiveScene().buildIndex + 1; + if( sceneIndex <= SceneManager.sceneCount ) { + SceneManager.LoadScene(sceneIndex); + } else { + SceneManager.LoadScene(0); + } + } + } + + + private Vector3 GetShotVec( KeyCode key ) { + + if( key == KeyCode.A || key == KeyCode.S || key == KeyCode.D || key == KeyCode.F || key == KeyCode.G ) { + return Vector3.right; + } + if( key == KeyCode.Q || key == KeyCode.W || key == KeyCode.E || key == KeyCode.R || key == KeyCode.T + || key == KeyCode.Y || key == KeyCode.U || key == KeyCode.I || key == KeyCode.O || key == KeyCode.P ) { + return Vector3.down; + } + if( key == KeyCode.H || key == KeyCode.J || key == KeyCode.K || key == KeyCode.L || key == KeyCode.Semicolon ) { + return Vector3.left; + } + if( key == KeyCode.Z || key == KeyCode.X || key == KeyCode.C || key == KeyCode.V || key == KeyCode.B + || key == KeyCode.N || key == KeyCode.M || key == KeyCode.Comma || key == KeyCode.Period || key == KeyCode.Slash ) { + return Vector3.up; + } + return Vector3.zero; + } +} diff --git a/unity/Assets/Scripts/InputManager.cs.meta b/unity/Assets/Scripts/InputManager.cs.meta new file mode 100644 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