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unity device

Peter Klooster edited this page Mar 13, 2019 · 2 revisions

Device

Minimal/Example implementation

using SwordGC.AirController;

public class ExampleDevice : Device {

    public ExampleDevice (int deviceId) : base(deviceId)
    {

    }
	
    // required
    public override string View
    {
        get
        {
            if (Player == null) return "NotJoined";
            else return "Joined";
        }
    }
	
    // purely example
    public override string Classes
    {
        get
        {
            return "Color" + player.ColorId;
        }
    }
}

Variables

// Reference to the input of this device
public Input Input { get; protected set; }

// Reference to the save data of this device
public SaveData SaveData { get; private set; }

// Set to true when this specific device is here
private bool isHero;

// Returns true when this device is hero or heromode === TOGETHER and there's at least one hero in the party
public bool IsHero;

// The id of this device
public int DeviceId { get; private set; }

// Returns the playerId of the claimed player.
// When no player is claimed it will return -1
public int PlayerId;

// Returns the connected player
public Player Player;

// True if this device has a player object
public bool HasPlayer;

// Returns the Nickname of this device
public string Nickname;

// Should return the current view of the controller
public virtual string View;

// Should return the classes that should be inserted on the controller
public virtual string Classes;

// Holds the profile picture of the device in 512x512 px
public Texture2D ProfilePicture { get; private set; }

Methods

// Set's custom data that is sent to the controller
public void SetData (string key, string data) {}

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