// Use this for initialization void Start() { trans = GetComponent <Transform>(); rb = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); playerStats = GetComponent <Player_Stats>(); input = GetComponent <GameInputs>(); nearEnemies = GetComponent <HandleNearEnemies>(); capsule = GetComponent <CapsuleCollider>(); capsuleHeight = capsule.height; capsuleCenter = capsule.center; rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; origGroundCheckDistance = groundCheckDistance; cam = Camera.main.transform; isGrounded = true; cursor = CursorLockMode.Locked; GameObject obj = GameObject.FindGameObjectWithTag("PlayerMelee"); meleeCollider = obj.GetComponent <BoxCollider>(); meleeCollScript = obj.GetComponent <MeleeCollider>(); isRunning = false; }
new void Awake() { base.Awake(); gameInpunts = new GameInputs(); rb = GetComponent <Rigidbody>(); aud = GetComponent <AudioSource>(); }
private void OnEnable() { if (_gameInputs == null) { _gameInputs = new GameInputs(); _gameInputs.Gameplay.SetCallbacks(this); _gameInputs.Enable(); } }
private void Start() { _rigidbody = GetComponent <Rigidbody2D>(); _inputs = new GameInputs(); _inputs.Enable(); _inputs.Player.Move.performed += context => MovePlayer(context.ReadValue <Vector2>()); _inputs.Player.Move.canceled += context => MovePlayer(Vector2.zero); }
private void OnEnable() { if (_gameInputs == null) { _gameInputs = new GameInputs(); _gameInputs.Player.SetCallbacks(this); } _movementHandler = GetComponent <IMovementHandler>(); _gameInputs.Enable(); }
public static void Initialize() { inputs = new Dictionary <GameInputs, KeyCode>(); TextAsset jsonInputs = Resources.Load <TextAsset>(JsonPath.INPUT_PATH); Dictionary <string, string> dictionaryInputs = JsonConvert.DeserializeObject <Dictionary <string, string> >(jsonInputs.text); foreach (KeyValuePair <string, string> input in dictionaryInputs) { GameInputs gameInput = (GameInputs)Enum.Parse(typeof(GameInputs), input.Key); KeyCode keyCode = (KeyCode)Enum.Parse(typeof(KeyCode), input.Value); inputs.Add(gameInput, keyCode); } }
public void Update(object sender, UpdateData data) { MultiState newState = new MultiState(), oldState = _inputState; List <GameInputs> gameInputs = Util.GetValues <GameInputs>(); for (int i = 0; i < gameInputs.Count; ++i) { GameInputs gameInput = gameInputs[i]; if (!_inputMap.Keys.Contains(gameInput)) { continue; } MultiInput input = _inputMap[gameInput]; bool isDown = newState.IsDown(input), wasDown = oldState.IsDown(input); if (isDown && !wasDown) { if (PressedEvent != null) { PressedEvent(this, new InputData(gameInput)); } } else if (!isDown && wasDown) { if (ReleasedEvent != null) { ReleasedEvent(this, new InputData(gameInput)); } } if (isDown) { if (HeldEvent != null) { HeldEvent(this, new InputData(gameInput)); } } } _inputState = newState; }
// Use this for initialization void Start() { health = maxHealth; stamina = maxStamina; invCounter = maxInv; playerCont = GetComponent <PlayerController>(); input = GetComponent <GameInputs>(); partCont = GameObject.FindGameObjectWithTag("ParticleController").GetComponent <ParticleController>(); potionNumberUI = GameObject.FindGameObjectWithTag("Potion_UI").GetComponent <Text>(); coinUI = GameObject.FindGameObjectWithTag("Coin_UI").GetComponent <Text>(); loseUI = GameObject.FindGameObjectWithTag("Lose_UI"); loseUI.SetActive(false); }
void Start() { angles = transform.eulerAngles; x = angles.y; y = angles.x; isTargeting = false; playerTarget = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); //enemyTarget = GameObject.FindGameObjectWithTag("Enemy").GetComponent<Transform>(); input = GameObject.FindGameObjectWithTag("Player").GetComponent <GameInputs>(); nearEnemies = GameObject.FindGameObjectWithTag("Player").GetComponent <HandleNearEnemies>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); distance = desiredDist; }
/// <summary> /// Defines the entry point of the application. /// </summary> /// <param name="args">The arguments.</param> public static void Main(string[] args) { //TestBoardExtensions(); GameInputs input = GameProcessor.GetEnumFromArg(args, 0, GameInputs.Unset); OptimizerId optimizer = GameProcessor.GetEnumFromArg(args, 1, OptimizerId.Schaepi); Stopwatch totalDuration = new Stopwatch(); totalDuration.Start(); if (input == GameInputs.Unset) { GameProcessor.ComputeAll <IGameOptimizer <Game, CacheUsages>, Game, CacheUsages, GameInputs>(optimizer, EnumExtensions.GetValues <GameInputs>().ExceptElts(GameInputs.Unset).ToArray()); } else { GameProcessor.Compute <IGameOptimizer <Game, CacheUsages>, Game, CacheUsages, GameInputs>(optimizer, input); } totalDuration.DisplayTime("Finished !"); Console.ReadLine(); Console.WriteLine("Tap to quit"); Console.ReadLine(); }
/// <summary> /// Defines the entry point of the application. /// </summary> /// <param name="args">The arguments.</param> public static void Main(string[] args) { //TestBoardExtensions(); GameInputs input = GameProcessor.GetEnumFromArg(args, 0, GameInputs.Unset); OptimizerId optimizer = GameProcessor.GetEnumFromArg(args, 1, OptimizerId.Schepi); //OptimizerId optimizer = GameProcessor.GetEnumFromArg(args, 1, OptimizerId.Jon); Stopwatch totalDuration = new Stopwatch(); totalDuration.Start(); if (input == GameInputs.Unset) { GameProcessor.ComputeAll <IGameOptimizer <Game, PizzaSlices>, Game, PizzaSlices, GameInputs>(optimizer); } else { GameProcessor.Compute <IGameOptimizer <Game, PizzaSlices>, Game, PizzaSlices, GameInputs>(input, optimizer); } totalDuration.DisplayTime("Finished !"); Console.ReadLine(); Console.WriteLine("Tap to quit"); Console.ReadLine(); }
// Start is called before the first frame update protected override void Awake() { base.Awake(); keys = new List <string>(); _inputs = new GameInputs(); _inputs.Gameplay.Rewind.started += ctx => rewinding = StartCoroutine(nameof(repeatedlyRewind)); _inputs.Gameplay.Rewind.canceled += ctx => { HideRewindScreen(); StopCoroutine(rewinding); }; _inputs.Gameplay.North.started += ctx => moveDirection += Vector2Int.up; _inputs.Gameplay.North.canceled += ctx => moveDirection -= Vector2Int.up; _inputs.Gameplay.East.started += ctx => moveDirection += Vector2Int.right; _inputs.Gameplay.East.canceled += ctx => moveDirection -= Vector2Int.right; _inputs.Gameplay.South.started += ctx => moveDirection += Vector2Int.down; _inputs.Gameplay.South.canceled += ctx => moveDirection -= Vector2Int.down; _inputs.Gameplay.West.started += ctx => moveDirection += Vector2Int.left; _inputs.Gameplay.West.canceled += ctx => moveDirection -= Vector2Int.left; _inputs.Gameplay.Escape.performed += ctx => Escape.StartEscaping(); }
public InputData(GameInputs input) { _input = input; }
void Awake() { gameInputs = new GameInputs(); anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody>(); }
public static bool GetKey(GameInputs gameInput) { return(Input.GetKey(inputs[gameInput])); }
public GameActions(GameInputs wrapper) { m_Wrapper = wrapper; }
void Awake() { rb = GetComponent <Rigidbody>(); gameInputs = new GameInputs(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); input = GameObject.FindGameObjectWithTag("Player").GetComponent <GameInputs>(); }
public PlayerInputValues() { inputActions = new GameInputs(); }
// Start is called before the first frame update void Start() { _renderer = GetComponent <SpriteRenderer>(); _renderer.enabled = false; _inputs = new GameInputs(); }