Im Programming a Xamarin iOS AR app.
Im trying to display an arrow in my ARSCNView that points to a specific node.
The method I use to add the arrow:
private void AddDirectionArrow()
{
var arrow = SCNScene.FromFile("arrow.dae");
if (arrow is null)
{
throw new FileNotFoundException("Pfeil 3D Modell nicht gefunden");
}
this.ArrowNode = arrow.RootNode;
this.ArrowNode.Position = new SCNVector3(0, 3, -8f);
this.sceneView.PointOfView?.AddChildNode(this.ArrowNode);
this.ArrowNode.Rotation = new SCNVector4(0, 0, 1, 0);
}
This works fine.The arrow stays in front of the users device.
My class has 2 nodes as property:
private SCNNode ArrowNode;
private SCNNode NodeToPointTo;
The NodeToPointTo is set as followed:
this.NodeToPointTo = this.sceneView.GetNode(<SomeARAnchor>);
Works fine as well.
In the ARDelegate.cs method WillRenderScene I call this method to update the arrow:
public override void OnUpdateScene(double timeInSeconds)
{
base.OnUpdateScene(timeInSeconds);
if (this.NodeToPointTo is null)
{
return;
}
this.ArrowNode.Look(this.NodeToPointTo.WorldPosition, this.sceneView.PointOfView.WorldUp, this.ArrowNode.WorldFront);
}
This is what I cant figure out.
Im calling the Look method that should point my arrow node to the node I want it to point to.
How do I call this method correctly so my arrow points to the node?
Here is the Apple Dokumentation since I couldn't find any for Xamarin.
And the desired outcome
Don't hesitate to ask if anything is unclear.
-Simon
According to this case which is about one SCNNode look at another SCNNode, you can try to use the SCNLookAtConstraint which is a constraint that orients a node to always point toward a specified other node.
You can try the following code:
private SCNNode ArrowNode;
private SCNNode NodeToPointTo;
....
SCNLookAtConstraint sCNLookAtConstraint = SCNLookAtConstraint.Create(NodeToPointTo);
ArrowNode.Constraints = new SCNLookAtConstraint[] { sCNLookAtConstraint };
Related
Im trying to make simple ingame menu. Im using FlxSubState class. First im trying invoke substate in main game state with openSubState(gameMenu); after pressing Esc.
There is code in my substate class, this class inheriting FlxSubState:
override public function create():Void
{
super.create();
continueButton = new FlxButton(0,0, "Continue", continueGame);
continueButton.x = FlxG.width / 2 - continueButton.width / 2;
continueButton.y = FlxG.height / 2 - continueButton.height / 2;
add(continueButton);
}
private function continueGame():Void
{
close();
}
Problem is : everytime after click on continueButton game crash with null exception in FlxTypedGroup. I think its in close(); method but i really cannot figure it out. Can anyone help me ?
Or suggest better way to implement ingame menu ?
Figured it out by myself.
Looks like that after closing substate is destroyed. So something like this
override public function create():Void
{
super.create();
gameMenu = new MySubstate();
}
using with this
openSubState(gameMenu);
wont work.
Instead i need to create new substate directly
openSubState(new MySubstate());
I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script:
#pragma strict
var level = Application.LoadLevel;
function OnCollisionEnter(Collision : Collision)
{
if(Collision.collider.tag == "Player")
{
Application.LoadLevel("GameOver");
}
}
And this as a 'menu':
#pragma strict
var myGUISkin : GUISkin;
var btnTexture : Texture;
function OnGUI() {
GUI.skin = myGUISkin;
if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry"))
Application.LoadLevel("Easy1");
if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu"))
Application.LoadLevel("MainMenu");
}
The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?
Edit : If possible,please when you suggest your ideas,use javascript only,I don't understand C#,not even a little bit.I know Im asking too much but it realy confuses me.
Thank you.
There are several different solutions, but I would recommend using PlayerPrefs. This has the extra benefit of persisting even when the application is closed and then re-opened.
In your Awake() function of your Main Menu class, you can get the current level and store it in a static string of your Main Menu class. If it is the player's 1st time, use the name for level 1.
Something like this:
static string currentLevelName;
void Awake()
{
currentLevelName = PlayerPrefs.GetString("CurrentLevel");
if (currentLevelName == defaultValue)
{
currentLevelName = "Level1"
}
}
Then, modify your button to do this instead:
if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry"))
Application.LoadLevel(currentLevelName);
Whenever the player advances to the next level, set the string in PlayerPrefs to the new level name:
PlayerPrefs.SetString("CurrentLevel", Application.loadedLevelName);
You can create a class with static properties. For example (in c#)
public class GameOverInput
{
public static string name;
public static string retryLevel;
//all the info you need
}
Then you can easily read the input in your game over scene (only one is needed)
public class GameOverMenu : MonoBehavior
{
void Start()
{
Debug.Log("You were killed by " + GameOverInput.name);
Application.LoadLevel(GameOverInput.retryLevel);
}
}
And you set this info just before loading the game over scene
if (Collision.collider.tag == "Player")
{
GameOverInput.name = "Baddie";
Application.LoadLevel("GameOver");
}
Another option would be to make something like a singleton LevelManager MonoBehavior and add it to an object named "Level Manager". Use the DontDestroyOnLoad function to make the object persist even when you load another level.
class LevelManager : MonoBehavior
{
static LevelManager _instance;
public string currentLevelName;
public string killedBy;
function Awake ()
{
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject); // Make sure we never have more than 1 Level Manager.
}
}
LevelManager Instance
{
get
{
if (_instance == null)
{
GameObject levelManagerObject = GameObject.Find("Level Manager");
_instance = levelManagerObject.GetComponent<LevelManager>();
}
return _instance
}
}
}
Then, from the main menu class, you can always access the Level Manager like so:
Debug.Log("Killed by " + LevelManager.Instance.killedBy);
or
LevelManager.Instance.currentLevelName = Application.loadedLevelName;
I'm new to Mvvmcross framework and currently exploring the iOS part of it (ohh and also new to iOS development to draw a beautiful picture of my current situation ^^). I'm using the vNext version.
I've found references to implementation of UICollectionViewController (MvxTouchCollectionViewController and MvxBindableCollectionViewSource), but these classes seem to be only a skeleton for a future implementation (abstract class, missing a kind of MvxSimpleBindableCollectionViewSource at least). I haven't found a sample using this feature.
I've also found a blog post from Stuart which lets presume he's working on this part (Work In Progress - MvvmCross lists sample).
Does anybody already play with this part and know about an implementation or usage example?
I've took a look to the 10 first minutes of the xaminar mentioned by Stuart in its article and seems pretty interesting, a good starting point for me.
I've used the collection view controller in several customer apps, but don't think I've published any open source samples that use it.
In essence, the use of the collectionview is very similar to the use of the tableview and cell - which is shown in detail in: http://slodge.blogspot.co.uk/2013/01/uitableviewcell-using-xib-editor.html
In vNext, a sample controller might look like:
public class MyCollectionView : BaseCollectionView<MyCollectionViewModel>
{
private bool _needToCallViewDidLoadManually;
public HubView (MvxShowViewModelRequest request)
: base(request, new UICollectionViewFlowLayout (){
ItemSize= new System.Drawing.SizeF (100, 100),
MinimumInteritemSpacing = 20.0f,
SectionInset = new UIEdgeInsets (10,50,20,50),
ScrollDirection = UICollectionViewScrollDirection.Vertical,
})
{
if (_needToCallViewDidLoadManually) {
ViewDidLoad();
}
}
public override void ViewDidLoad ()
{
if (ShowRequest == null) {
_needToCallViewDidLoadManually = true;
return;
}
base.ViewDidLoad ();
_needToCallViewDidLoadManually = false;
var source = new CollectionViewSource(CollectionView);
this.AddBindings(
new Dictionary<object, string>()
{
{ source, "ItemsSource TheItems" }
});
CollectionView.Source = source;
CollectionView.ReloadData();
}
public class CollectionViewSource : MvxBindableCollectionViewSource
{
public CollectionViewSource (UICollectionView collectionView)
: base(collectionView, MyViewCell.Identifier)
{
collectionView.RegisterNibForCell(UINib.FromName(MyViewCell.Identifier, NSBundle.MainBundle), MyViewCell.Identifier);
}
}
}
If you are starting development now, then you might also benefit from considering the v3 branch which is just entering Beta.
I need a custom binding and I know when and where but I don't know how I can do it. This is the relation of the view in my custom binding. Think about the *Views like controls.
I have the connections from ViewModel->ContainerView->FirstView but I can't connect it with the TableView. To connect the ContainerView to FirstView I did a custom binding (in one direction for now). And in the setvalue method I call the firstview's method SetBinding (where I want to do the binding)
I tried a few option but nothing happens, the last one looks like this:
public GolferList CurrentGolferList { get; set; }
public void SetBinding(GolferList golferList){
this.CurrentGolferList = golferList;
TableSource = new TableSourcePlayers(TableViewPlayers);
var bindingDescription = new[]{
new MvxBindingDescription {TargetName = "ItemsSource",SourcePropertyPath = "CurrentGolferList"} ,
};
Binder.Bind(this,TableSource, bindingDescription);
TableViewPlayers.Source = TableSource;
TableViewPlayers.ReloadData();
}
I would be grateful if you could tell me another way to handle it.
Update:
I followed Stuart's link and now it works fine, thanks a lot Stuart!
Actually, in my scheme the TableView is a MvxSimpleBindableTableViewSource and I want to bind the data there. So in order to make it work, I used the code below (SetBinding needs some external refactor):
private List<IMvxUpdateableBinding> bindings;
private string BindingText = "{'ItemsSource':{'Path':'CurrentGolfers'}}";
public object DataContext {
get { return dataContext; }
set { dataContext = value;
if (bindings == null)
bindings = this.GetService<IMvxBinder>().Bind(dataContext, TableSource, BindingText).ToList();
else
bindings.ForEach(b => b.DataContext = dataContext);
}
}
public void SetBinding(GolferList golferList){
this.DataContext = PlayViewModel;
tableView.Source = TableSource;
tableView.ReloadData();
}
Note that BindingText points to the table, not to the view itself.
Update 2
Now in V3 it's a bit different. First, the view must implement IMvxBindable and this members:
public object DataContext
{
get { return BindingContext.DataContext; }
set { BindingContext.DataContext = value; }
}
public IMvxBindingContext BindingContext { get; set; }
(Don't forget dispose calling BindingContext.ClearAllBindings() and also call to CreateBindingContext() in the viewload )
And then you'll be able to bind in your class. In my case:
var set = this.CreateBindingSet<FirstPlayViewController, PlayViewModel>();
set.Bind(source).To(vm => vm.CurrentGolfers).Apply(); //I love the new fluent api :)
I think what you want to do is actual a data-bound View, rather than a custom binding.
This is covered in this question - Custom bindable control in a MvvmCross Touch project
Basically what you need to do is to add a collection of 'Bindings' and the 'DataContext' property to your FirstView.
If you do that then you should be able to databind (to DataContext) within FirstView just like you do within any normal MvvmCross view.
Note - this will be much easier to do in v3 as we've added a 'BindingContext' object to assist with exactly this type of operation
I could use a little help. I got this program to work right then I found out I had to use the MVC design. It seems pretty simple but, my little toy program won't display my forms. HELP!! See the below snipets:
PART OF MIDLET
public MileageMidlet()
{
// First get a blank user form
form = new Form("Bradford Gas Mileage Calculator");
startPage = new StartPageView();
inputScreen = new InputScreen();
calculateMileage = new CalculateMileage();
startCmd = new Command ("Start",Command.SCREEN,5);
clearCmd = new Command ("Clear",Command.SCREEN,1);
enterCmd = new Command ("Enter",Command.SCREEN,1);
exitCmd = new Command("Exit", Command.EXIT, 1);
// Set up event handlers to process user commands
form.setCommandListener(this);
}
public void startApp() {
startPage.createView(form);
form.addCommand(startCmd);
form.addCommand(exitCmd);
// Display initial form
Display.getDisplay(this).setCurrent(form);
}
START PAGE VIEW CLASS
import javax.microedition.lcdui.*;
public class StartPageView
{
StringItem strgItm, strgItm2;
private Command startCmd, exitCmd;
public StartPageView()
{
}
public void createView(Form form)
{
// First get a blank user form
form.deleteAll();
form = new Form("Bradford Gas Mileage Calculator");
strgItm = new StringItem ("","Welcome to the Bradford Mobile Gas Mileage Calculator!");
strgItm2 = new StringItem ("","To obtain you gas mileage please click the start button.");
form.append(strgItm);
form.append(strgItm2);
}
I got nothing! Really literally a blue screen.
}
The issue has nothing to do with MIDP or J2ME. The problem is of the semantics of how arguments are passed to methods.
It;s important to remember that arguments to method are passed by value in Java. The consequence is that when an object that is passed to a method, a copy of that reference is passed. Any changes to the reference of the object in the method does not have any affect outside of it.
Please see this article for more information.
So in your code,
form.deleteAll();
form = new Form("Bradford Gas Mileage Calculator");
Comment the above two lines. Everything should be fine.