) self.critsprite = Display.newsprite (self.frames[1]) : addto (display: Getrunningscene (), Second_menu_z_order) Self.critSprite:setScale (0.6) animation = Display.newanimation ( Self.frames, 1/9) Transition.execute (self.critsprite,ccanimate:create (animation), { OnComplete = function ( ) end}) Self.critSprite:playAnimationForever (animation) EndThe final results are as follows:What are the problems that we can exchange
The reason for writing this article is mainly because the virtual reality is very popular now, but the mainstream virtual reality device (HTC VIVE) Tutorial is less pitiful, this I have deep experience. therefore, I would like to develop in my usual problems and solutions to record down, share to everyone, if there is any mistake or what better plan we also please point out that we learn from each other, Haha.okay, just on the Code.Using unityengine;using System.collections;public class Shoubing
Using System.Collections;
Using System.Collections.Generic;
Using Unityengine;
Using Unityengine.eventsystems;
public class Joyscript:monobehaviour {
float radius=0;
The game object to control
public Gameobject player;
The speed at which objects
Create a new class. For example, Mysurfaceviewpackage com.example.blt;import android.annotation.suppresslint;import android.content.context; import android.graphics.canvas;import android.graphics.color;import android.graphics.paint;
$ (LOCAL_PATH)/src/cpuinfo/*. c )\$ (Wildcard $ (LOCAL_PATH)/src/events/*. c )\$ (Wildcard $ (LOCAL_PATH)/src/file/*. c )\$ (Wildcard $ (LOCAL_PATH)/src/haptic/*. c )\$ (Wildcard $ (LOCAL_PATH)/src/haptic/dummy/*. c )\$ (Wildcard $ (LOCAL_PATH)/src/joystick/*. c )\$ (Wildcard $ (LOCAL_PATH)/src/joystick/android/*. c )
your computer. If your computer isn't in the list, try entering your computer's IP address in the Unity remote's IP settings.When Unity remote is already paired with your computer, your iOS device should be able to control the game running in Unity Editor. The resolution displayed on the device will not be ideal, but this is the best way to quickly show your game. However, you should also build your project for iOS occasionally and load the game from Xcode so that you can accurately test the ph
able to control the game running in Unity Editor. The resolution displayed on the device will not be ideal, but this is the best way to quickly show your game. However, you should also build your project for iOS occasionally and load the game from Xcode so that you can accurately test the physical effects of the game under more realistic conditions.Test this game on iOS. You will find that there is no way to move your player on your device, because your left/right/up/down button does not exist
Categories: Unity, C #, VS2015Date Created: 2016-04-21 I. INTRODUCTIONIn the input class, the key is corresponding to the physical key, such as the keyboard, mouse, joystick buttons, the mapping relationship cannot be changed, the programmer can use the key name or key code keycode to obtain its input status. For example, Cetkeydown (KEYCODE.A) returns True when you press the A key.The following is the member variable of the input class: The following
As an entry-level mini-game, you may encounter some problems during the production process.
1. Create a joystick
The official joystick class is used, but the C # version of joystick is not officially provided, which causes me to not communicate with the C # script. The final solution is to find the joystick C # ver
Unity uses finite state machines to restore King Glory virtual sticks
Effect
The UI composition of the joystick
Simple to think that the rocker is made up of 1, 2, 3 maps
The base of the joystick
Rod for rocker
pointing to the stick
You can understand that this is the joystick on the arcade.Detailed---
Today, I will write two commonly used plug-ins in unity3d: easytouch and ngui. The versions I used are easytouch 3.1.1 and ngui 3.6.0 respectively. The following are my learning experiences on these two versions.
1. easytouch
Easytouch is a plug-in for the touch screen. It provides a virtual touch button, which consists of three parts: a joystick, a button, and a touch response.
1.1 easytouch joystick
This
SneakyInput is a virtual joystick library. SneakyInput is the virtual handle in 2dx. But the 2dx version downloaded from the official website is too old, to modify him, applicable to cocos2d-x 2.1.4 version. In theory, it applies to all 2dx versions 2.1 +. Go to the topic: [cpp] # include "SneakyInput/SneakyJoystickSkinnedBase. h "# include" SneakyInput/SneakyButtonSkinnedBase. h "SneakyButton * button; SneakyJoystick *
First create an instance of a stickI'm here to change the name to moveCopy the name Rotate.Tick the dynamic display so that the user clicks on the joystick (now the joystick game is displayed dynamically)Set the position of the joystick (one in the lower left and one in the lower Right)Click on the bottom left of the screenThe character moves directly with the
linear.x.
Maybe you've seen the type of/joy topic.
Rostopic Type/joyShow
Sensor_msgs/joy
$rosmsg Show Sensor_msgs/joy
Std_msgs/header Header
uint32 seq Time
stamp
string frame_id
float32[] axes
int32[] Buttons
OK, now I also know the topic of/joy and its type. Let's start writing code:
#include
After that, run this node, turtle node, handle node, you can control the turtle. Now we program these three nodes to launch files and set the control buttons and speed:
When you start the
In the Windows environment by programming to manipulate the mouse, keyboard is a simple thing, but have you ever thought to try another one of our more common input tools-game joystick? In some cases, especially in the form of small game software, the addition of support to the joystick can provide users with a more user-friendly man-machine interface, greatly improve the game software to play.
There is no
1. Download the joystick plugin (I uploaded one)
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2. Create a Easytouch
Click "Creat" to create Easytouch
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Friends is going to play console. They has joysticks and only one charger for them. Initially first joystick is charged at a1 percent and second one was charged at a2 Percen T. You can connect charger to a joystick only on the beginning of each minute. In one minute joystick either discharges by 2 percent (if not connected to a charger) or charges by 1 percent
A. joystickstime limit per test1 secondmemory limit per test256 megabytesinputstandard inputoutputstandard outputFriends is going to play console. They has joysticks and only one charger for them. Initially first joystick is charged at a1 Percent and second one is charged at a2 Percent. You can connect charger to a joystick only at the beginning for each minute. In one minute
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