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File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: InputToEvent.cs Copy
32     void Update()
33     {
34         if( DetectPointedAtGameObject )
35         {
36             goPointedAt = RaycastObject( Input.mousePosition );
37         }
38
39         if( Input.touchCount > 0 )
40         {
41             Touch touch = Input.GetTouch( 0 );
42             this.currentPos = touch.position;
43
44             if( touch.phase == TouchPhase.Began )
45             {
46                 Press( touch.position );
47             }
48             else if( touch.phase == TouchPhase.Ended )
49             {
50                 Release( touch.position );
51             }
52
53             return;
54         }
55
56         currentPos = Input.mousePosition;
57         if( Input.GetMouseButtonDown( 0 ) )
58         {
59             Press( Input.mousePosition );
60         }
61         if( Input.GetMouseButtonUp( 0 ) )
62         {
63             Release( Input.mousePosition );
64         }
65
66         if( Input.GetMouseButtonDown( 1 ) )
67         {
68             pressedPosition = Input.mousePosition;
69             lastGo = RaycastObject( pressedPosition );
70             if( lastGo != null )
71             {
72                 lastGo.SendMessage( "OnPressRight", SendMessageOptions.DontRequireReceiver );
73             }
74         }
75     }
File name: SwipeListenerScript.cs Copy
10  void Update () {
11   //transform.guiText.text = "my text";
12   int fingerCount = 0;
13   foreach (Touch touch in Input.touches) {
14    if (touch.phase != TouchPhase.Ended && touch.phase != TouchPhase.Canceled)
15     fingerCount++;
16
17    if (touch.phase == TouchPhase.Began)
18    {
19     startPosition = touch.position;
20     lastPosition = touch.position;
21    }
22
23    if (touch.phase == TouchPhase.Moved )
24    {
25     lastPosition = touch.position;
26    }
27    if(touch.phase == TouchPhase.Ended)
28    {
29
30     if((startPosition.x - lastPosition.x) > 80) // left swipe
31     {
32      this.Swipe ("x", -1);
33     }
34     else if((startPosition.x - lastPosition.x) < -80) // right swipe
35     {
36      this.Swipe ("x", 1);
37     }
38     else if((startPosition.y - lastPosition.y) < -80 ) // up swipe
39     {
40      this.Swipe ("y", 1);
41     }
42     else if((startPosition.y - lastPosition.y) > 80 ) // down swipe
43     {
44      this.Swipe ("y", -1);
45     }
46
47    }
48   }
49  }
File name: Cannon.cs Copy
63  void TouchCannonShoot(){
64   if(Input.touchCount > 0){
65    Touch touch = Input.GetTouch (0);
66
67    touchPos = Camera.main.ScreenToWorldPoint (touch.position);
68
69    Vector2 touchRayHit = new Vector2 (touchPos.x, touchPos.y);
70
71    RaycastHit2D hit = Physics2D.Raycast (touchRayHit , Vector2.zero);
72
73    if(hit.collider != null){
74     if(hit.collider.CompareTag("Player")){
75      if(touch.phase == TouchPhase.Stationary){
76       if (shot != 0) {
77        UpdatePowerLevel ();
78        isCharging = true;
79       }
80      }else if(touch.phase == TouchPhase.Ended){
81       if (shot != 0) {
82        GameObject newCannonBullet = Instantiate (cannonBullet, cannonTip.position, Quaternion.identity) as GameObject;
83        newCannonBullet.transform.GetComponent ().AddForce (cannonTip.right * powerLevel.value, ForceMode2D.Impulse);
84        if (GameController.instance != null && MusicController.instance != null) {
85         if (GameController.instance.isMusicOn) {
86          audioSource.PlayOneShot (cannonShot);
87         }
88        }
89        shot--;
90        powerLevel.value = 0;
91        readyToShoot = false;
92        isCharging = false;
93       }
94      }
95     }
96    }
97
98    /*if(touch.phase == TouchPhase.Stationary){
99     if (shot != 0) {
100      UpdatePowerLevel ();
101     }
102    }else if(touch.phase == TouchPhase.Ended){
103     if (shot != 0) {
104      GameObject newCannonBullet = Instantiate (cannonBullet, cannonTip.position, Quaternion.identity) as GameObject;
105      newCannonBullet.transform.GetComponent ().AddForce (cannonTip.right * powerLevel.value, ForceMode2D.Impulse);
106      if (GameController.instance != null && MusicController.instance != null) {
107       if (GameController.instance.isMusicOn) {
108        audioSource.PlayOneShot (cannonShot);
109       }
110      }
111      shot--;
112      powerLevel.value = 0;
113      readyToShoot = false;
114     }
115    }*/
116
117   }
118  }
File name: Player.cs Copy
56   private void Update ()
57   {
58    //If it's not the player's turn, exit the function.
59    if(!GameManager.instance.playersTurn) return;
60
61    int horizontal = 0; //Used to store the horizontal move direction.
62    int vertical = 0; //Used to store the vertical move direction.
63
64    //Check if we are running either in the Unity editor or in a standalone build.
65#if UNITY_STANDALONE || UNITY_WEBPLAYER
66
67    //Get input from the input manager, round it to an integer and store in horizontal to set x axis move direction
68    horizontal = (int) (Input.GetAxisRaw ("Horizontal"));
69
70    //Get input from the input manager, round it to an integer and store in vertical to set y axis move direction
71    vertical = (int) (Input.GetAxisRaw ("Vertical"));
72
73    //Check if moving horizontally, if so set vertical to zero.
74    if(horizontal != 0)
75    {
76     vertical = 0;
77    }
78    //Check if we are running on iOS, Android, Windows Phone 8 or Unity iPhone
79#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
80
81    //Check if Input has registered more than zero touches
82    if (Input.touchCount > 0)
83    {
84     //Store the first touch detected.
85     Touch myTouch = Input.touches[0];
86
87     //Check if the phase of that touch equals Began
88     if (myTouch.phase == TouchPhase.Began)
89     {
90      //If so, set touchOrigin to the position of that touch
91      touchOrigin = myTouch.position;
92     }
93
94     //If the touch phase is not Began, and instead is equal to Ended and the x of touchOrigin is greater or equal to zero:
95     else if (myTouch.phase == TouchPhase.Ended && touchOrigin.x >= 0)
96     {
97      //Set touchEnd to equal the position of this touch
98      Vector2 touchEnd = myTouch.position;
99
100      //Calculate the difference between the beginning and end of the touch on the x axis.
101      float x = touchEnd.x - touchOrigin.x;
102
103      //Calculate the difference between the beginning and end of the touch on the y axis.
104      float y = touchEnd.y - touchOrigin.y;
105
106      //Set touchOrigin.x to -1 so that our else if statement will evaluate false and not repeat immediately.
107      touchOrigin.x = -1;
108
109      //Check if the difference along the x axis is greater than the difference along the y axis.
110      if (Mathf.Abs(x) > Mathf.Abs(y))
111       //If x is greater than zero, set horizontal to 1, otherwise set it to -1
112       horizontal = x > 0 ? 1 : -1;
113      else
114       //If y is greater than zero, set horizontal to 1, otherwise set it to -1
115       vertical = y > 0 ? 1 : -1;
116     }
117    }
118
119#endif //End of mobile platform dependendent compilation section started above with #elif
120    //Check if we have a non-zero value for horizontal or vertical
121    if(horizontal != 0 || vertical != 0)
122    {
123     //Call AttemptMove passing in the generic parameter Wall, since that is what Player may interact with if they encounter one (by attacking it)
124     //Pass in horizontal and vertical as parameters to specify the direction to move Player in.
125     AttemptMove (horizontal, vertical);
126    }
127   }
File name: frmReturn.cs Copy
83         private void dtCus_addedlist_CellEndEdit(object sender, DataGridViewCellEventArgs e)
84         {
85             double total;
86             if (dtCus_addedlist.CurrentCell.ColumnIndex == 4)
87             {
88                 foreach (DataGridViewRow row in dtCus_addedlist.Rows)
89                 {
90                     total = double.Parse(row.Cells[4].Value.ToString()) * double.Parse(row.Cells[3].Value.ToString());
91                     row.Cells[5].Value = total;
92                 }
93             }
94         }
File name: frmStockOut.cs Copy
117         private void dtCus_addedlist_CellEndEdit(object sender, DataGridViewCellEventArgs e)
118         {
119             double total;
120             if (dtCus_addedlist.CurrentCell.ColumnIndex == 4)
121             {
122                 foreach (DataGridViewRow row in dtCus_addedlist.Rows)
123                 {
124                     total = double.Parse(row.Cells[4].Value.ToString()) * double.Parse(row.Cells[3].Value.ToString());
125                     row.Cells[5].Value = total;
126                 }
127             }
128         }

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