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Update messages & Add Reset Button
1 parent 9f30a17 commit 92029b9

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85 files changed

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Assets/CSscript/ControllerActionsMB.cs

Lines changed: 40 additions & 40 deletions
Original file line numberDiff line numberDiff line change
@@ -5,18 +5,18 @@
55
using UnityEngine.UI;
66
using UnityEngine.InputSystem;
77
using TMPro;
8-
[System.Serializable] // <- これが大事。忘れずに
9-
public class andButton {
10-
public andButtonList ds4button;
8+
[System.Serializable]
9+
public class AndButton {
10+
public AndButtonList andbutton;
1111
public Button button;
12-
public andPanelList panel;
12+
public AndPanelList panel;
1313
}
1414
public class ControllerActionsMB : MonoBehaviour
1515
{
1616
[SerializeField] GameObject uiope;
17-
[SerializeField] List<andButton> data;
17+
[SerializeField] List<AndButton> AndData;
1818
private GameInputs _gameInputs;
19-
private andPanelList nowpanel;
19+
private AndPanelList nowpanel;
2020
private bool is_auto;
2121
private void Awake()
2222
{
@@ -55,23 +55,23 @@ void Update()
5555
is_auto = uiope.GetComponent<PanelContoroller>().getIsAuto();
5656
if(is_auto)
5757
{
58-
nowpanel = andPanelList.auto;
58+
nowpanel = AndPanelList.auto;
5959
}
6060
else if(uiope.GetComponent<PanelContoroller>().getIsChassis())
6161
{
62-
nowpanel = andPanelList.chassis;
62+
nowpanel = AndPanelList.chassis;
6363
}
6464
else if(uiope.GetComponent<PanelContoroller>().getIsConveyor())
6565
{
66-
nowpanel = andPanelList.conveyor;
66+
nowpanel = AndPanelList.conveyor;
6767
}
6868
else if(uiope.GetComponent<PanelContoroller>().getIsBoxArm())
6969
{
70-
nowpanel = andPanelList.box_arm;
70+
nowpanel = AndPanelList.box_arm;
7171
}
7272
else if(uiope.GetComponent<PanelContoroller>().getIsPylonArm())
7373
{
74-
nowpanel = andPanelList.pylon_arm;
74+
nowpanel = AndPanelList.pylon_arm;
7575
}
7676
}
7777

@@ -80,44 +80,44 @@ private void OnDestroy()
8080
_gameInputs?.Dispose();
8181
}
8282

83-
private void OnMaru(InputAction.CallbackContext context){Osu(andButtonList.Maru);}
84-
private void OnBatu(InputAction.CallbackContext context){Osu(andButtonList.Batu);}
85-
private void OnSikaku(InputAction.CallbackContext context){Osu(andButtonList.Sikaku);}
86-
private void OnSankaku(InputAction.CallbackContext context){Osu(andButtonList.Sankaku);}
87-
private void OnUp(InputAction.CallbackContext context){Osu(andButtonList.Up);}
88-
private void OnDown(InputAction.CallbackContext context){Osu(andButtonList.Down);}
89-
private void OnLeft(InputAction.CallbackContext context){Osu(andButtonList.Left);}
90-
private void OnRight(InputAction.CallbackContext context){Osu(andButtonList.Right);}
91-
private void OnL1(InputAction.CallbackContext context){Osu(andButtonList.L1);}
92-
private void OnL2(InputAction.CallbackContext context){Osu(andButtonList.L2);}
93-
private void OnR1(InputAction.CallbackContext context){Osu(andButtonList.R1);}
94-
private void OnR2(InputAction.CallbackContext context){Osu(andButtonList.R2);}
95-
private void OnLo(InputAction.CallbackContext context){Osu(andButtonList.Lo);}
96-
private void OnRo(InputAction.CallbackContext context){Osu(andButtonList.Ro);}
97-
private void OnShare(InputAction.CallbackContext context){Osu(andButtonList.Share);}
98-
private void OnOptions(InputAction.CallbackContext context){Osu(andButtonList.Options);}
99-
private void OnTouchPad(InputAction.CallbackContext context){Osu(andButtonList.TouchPad);}
100-
private void OnY(InputAction.CallbackContext context){Osu(andButtonList.Y);}
101-
private void OnX(InputAction.CallbackContext context){Osu(andButtonList.X);}
102-
private void OnA(InputAction.CallbackContext context){Osu(andButtonList.A);}
103-
private void OnB(InputAction.CallbackContext context){Osu(andButtonList.B);}
104-
private void OnStart(InputAction.CallbackContext context){Osu(andButtonList.Start);}
105-
private void OnSelect(InputAction.CallbackContext context){Osu(andButtonList.Select);}
106-
private void Osu(andButtonList OsuButton){
107-
List<andButton> result = data.FindAll(m => m.ds4button == OsuButton);
83+
private void OnMaru(InputAction.CallbackContext context){Osu(AndButtonList.Maru);}
84+
private void OnBatu(InputAction.CallbackContext context){Osu(AndButtonList.Batu);}
85+
private void OnSikaku(InputAction.CallbackContext context){Osu(AndButtonList.Sikaku);}
86+
private void OnSankaku(InputAction.CallbackContext context){Osu(AndButtonList.Sankaku);}
87+
private void OnUp(InputAction.CallbackContext context){Osu(AndButtonList.Up);}
88+
private void OnDown(InputAction.CallbackContext context){Osu(AndButtonList.Down);}
89+
private void OnLeft(InputAction.CallbackContext context){Osu(AndButtonList.Left);}
90+
private void OnRight(InputAction.CallbackContext context){Osu(AndButtonList.Right);}
91+
private void OnL1(InputAction.CallbackContext context){Osu(AndButtonList.L1);}
92+
private void OnL2(InputAction.CallbackContext context){Osu(AndButtonList.L2);}
93+
private void OnR1(InputAction.CallbackContext context){Osu(AndButtonList.R1);}
94+
private void OnR2(InputAction.CallbackContext context){Osu(AndButtonList.R2);}
95+
private void OnLo(InputAction.CallbackContext context){Osu(AndButtonList.Lo);}
96+
private void OnRo(InputAction.CallbackContext context){Osu(AndButtonList.Ro);}
97+
private void OnShare(InputAction.CallbackContext context){Osu(AndButtonList.Share);}
98+
private void OnOptions(InputAction.CallbackContext context){Osu(AndButtonList.Options);}
99+
private void OnTouchPad(InputAction.CallbackContext context){Osu(AndButtonList.TouchPad);}
100+
private void OnY(InputAction.CallbackContext context){Osu(AndButtonList.Y);}
101+
private void OnX(InputAction.CallbackContext context){Osu(AndButtonList.X);}
102+
private void OnA(InputAction.CallbackContext context){Osu(AndButtonList.A);}
103+
private void OnB(InputAction.CallbackContext context){Osu(AndButtonList.B);}
104+
private void OnStart(InputAction.CallbackContext context){Osu(AndButtonList.Start);}
105+
private void OnSelect(InputAction.CallbackContext context){Osu(AndButtonList.Select);}
106+
private void Osu(AndButtonList OsuButton){
107+
List<AndButton> result = AndData.FindAll(m => m.andbutton == OsuButton);
108108
for(int count = 0;count < result.Count;count++){
109-
if(result[count].panel == nowpanel || result[count].panel == andPanelList.CMD){
110-
// Debug.Log("Clicked "+result[count].ds4button.ToString());
109+
if(result[count].panel == nowpanel || result[count].panel == AndPanelList.CMD){
110+
// Debug.Log("Clicked "+result[count].andbutton.ToString());
111111
result[count].button.onClick.Invoke();
112112
}
113113
}
114114
}
115115
}
116-
public enum andButtonList
116+
public enum AndButtonList
117117
{
118118
Sikaku,Batu,Maru,Sankaku,L1,L2,R1,R2,Lo,Ro,Up,Down,Right,Left,Share,Options,TouchPad,X,Y,A,B,Start,Select
119119
}
120-
public enum andPanelList
120+
public enum AndPanelList
121121
{
122122
con,main,CMD,Null,auto,chassis,conveyor,box_arm,pylon_arm
123123
}

Assets/CSscript/EvenlySlider.cs

Lines changed: 17 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,17 @@
1+
using UnityEngine;
2+
using UnityEngine.UI;
3+
4+
public class EvenlySlider : MonoBehaviour
5+
{
6+
[SerializeField] private Slider slider;
7+
[SerializeField] private float minValue = 1f;
8+
9+
public void OnValueChanged()
10+
{
11+
float newValue = Mathf.Round(slider.value / minValue) * minValue;
12+
if (slider.value != newValue)
13+
{
14+
slider.value = newValue;
15+
}
16+
}
17+
}

Assets/CSscript/EvenlySlider.cs.meta

Lines changed: 11 additions & 0 deletions
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