Beispiel #1
0
 public Button2Press Init(int frameTrigger, FightingGameInputCodeBut button0, FightingGameInputCodeBut button1)
 {
     if (button0 > button1)
     {
         base.Init(frameTrigger, button0);
         this.button1 = button1;
     }
     else
     {
         base.Init(frameTrigger, button1);
         this.button1 = button0;
     }
     return(this);
 }
Beispiel #2
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 public ButtonPress Init(int frameTrigger, FightingGameInputCodeBut button0)
 {
     base.Init(frameTrigger);
     this.button0 = button0;
     return(this);
 }
Beispiel #3
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 public Button2Press()
 {
     SetInfo(staleTime: 12, priorityValue: 500);
     button1 = FightingGameInputCodeBut.None;
 }
Beispiel #4
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 public ButtonRelease()
 {
     SetInfo(staleTime: 6, priorityValue: 200);
     button0 = FightingGameInputCodeBut.None;
 }
Beispiel #5
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 public ButtonPress()
 {
     SetInfo(staleTime: 6, priorityValue: 250);
     button0 = FightingGameInputCodeBut.None;
 }
Beispiel #6
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 private void GivenButtonPress(Action stop, Combination combo)
 {
     button = ((ButtonPress)combo).button0;
 }
Beispiel #7
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 private void SetButtonBit(float buttonValue, FightingGameInputCodeBut bitMask)
 {
     buttonInputCode = buttonInputCode & ~((int)bitMask) | ((buttonValue > buttonDeadZone) ? (int)bitMask : 0);
 }
            private InputNotation SelectInputNotation(FightingGameInputCodeBut button, FightingGameInputCodeDir direction)
            {
                InputNotation notation = InputNotation.None;

                switch (button)
                {
                case FightingGameInputCodeBut.A:
                    switch (direction)
                    {
                    case FightingGameInputCodeDir.Neutral:
                    case FightingGameInputCodeDir.None:
                        notation = InputNotation._5A;
                        break;

                    case FightingGameInputCodeDir.DownBack:
                    case FightingGameInputCodeDir.Down:
                    case FightingGameInputCodeDir.DownForward:
                        notation = InputNotation._2A;
                        break;

                    default:
                        notation = InputNotation._5A;
                        break;
                    }
                    break;

                case FightingGameInputCodeBut.B:
                    switch (direction)
                    {
                    case FightingGameInputCodeDir.Neutral:
                    case FightingGameInputCodeDir.None:
                        notation = InputNotation._5B;
                        break;

                    case FightingGameInputCodeDir.DownBack:
                    case FightingGameInputCodeDir.Down:
                    case FightingGameInputCodeDir.DownForward:
                        notation = InputNotation._2B;
                        break;

                    default:
                        notation = InputNotation._5B;
                        break;
                    }
                    break;

                case FightingGameInputCodeBut.C:
                    switch (direction)
                    {
                    case FightingGameInputCodeDir.Neutral:
                    case FightingGameInputCodeDir.None:
                        notation = InputNotation._5C;
                        break;

                    case FightingGameInputCodeDir.DownBack:
                    case FightingGameInputCodeDir.Down:
                    case FightingGameInputCodeDir.DownForward:
                        notation = InputNotation._2C;
                        break;

                    default:
                        notation = InputNotation._5C;
                        break;
                    }
                    break;

                case FightingGameInputCodeBut.D:
                    switch (direction)
                    {
                    case FightingGameInputCodeDir.Neutral:
                    case FightingGameInputCodeDir.None:
                        notation = InputNotation._5D;
                        break;

                    case FightingGameInputCodeDir.DownBack:
                    case FightingGameInputCodeDir.Down:
                    case FightingGameInputCodeDir.DownForward:
                        notation = InputNotation._2D;
                        break;

                    default:
                        notation = InputNotation._5D;
                        break;
                    }
                    break;
                }

                return(notation);
            }
            public void ChooseAttack(CharacterStates.BaseState currState, CharacterProperties.Attack currAttack, FightingGameInputCodeBut button, FightingGameInputCodeDir direction = FightingGameInputCodeDir.None)
            {
                InputNotation notation = SelectInputNotation(button, direction);

                List <CharacterProperties.Attack> attackCandidates = charData.SelectAttacks(GetOrientation(), GetGroundRelation(), notation);

                CharacterProperties.Attack attack = charData.ChooseAttackFromSelectability(attackCandidates, currState, currAttack);

                if (attack != null)
                {
                    attackState.SetActiveAttack(attack);
                }
            }
Beispiel #10
0
 private static void FindSingleButtonPress(bool butAPrev, bool butBPrev, bool butCPrev, bool butDPrev, bool butSPrev, GameInputStruct curr, FightingGameInputCodeBut ignoreBut, Action <FightingGameInputCodeBut> callback)
 {
     if (ignoreBut != FightingGameInputCodeBut.A && !butAPrev && curr.butA)
     {
         callback.Invoke(FightingGameInputCodeBut.A);
     }
     if (ignoreBut != FightingGameInputCodeBut.B && !butBPrev && curr.butB)
     {
         callback.Invoke(FightingGameInputCodeBut.B);
     }
     if (ignoreBut != FightingGameInputCodeBut.C && !butCPrev && curr.butC)
     {
         callback.Invoke(FightingGameInputCodeBut.C);
     }
     if (ignoreBut != FightingGameInputCodeBut.D && !butDPrev && curr.butD)
     {
         callback.Invoke(FightingGameInputCodeBut.D);
     }
     if (ignoreBut != FightingGameInputCodeBut.S && !butSPrev && curr.butS)
     {
         callback.Invoke(FightingGameInputCodeBut.S);
     }
 }
Beispiel #11
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 private static void FindSingleButtonRelease(bool butAPrev, bool butBPrev, bool butCPrev, bool butDPrev, bool butSPrev, GameInputStruct curr, FightingGameInputCodeBut ignoreBut, Action <FightingGameInputCodeBut> callback)
 {
     FindSingleButtonPress(!butAPrev, !butBPrev, !butCPrev, !butDPrev, !butSPrev, !curr, ignoreBut, callback);
 }
Beispiel #12
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 private void SetButtonBit(bool setTrue, FightingGameInputCodeBut bitMask)
 {
     buttonInputCode = buttonInputCode & ~((int)bitMask) | (setTrue ? (int)bitMask : 0);
 }