public ClickToMoveMovementController( IInputController inputController, ICameraProvider cameraProvider) { _inputController = inputController; _cameraProvider = cameraProvider; }
public BubblesClientGame(ScreenManager screenManager) { // Initialise Graphics graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferHeight = 768; graphics.PreferredBackBufferWidth = 1366; screenDimensions = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); // Initialise Input // Use this line to enable the Kinect //_input = new KinectControllerInput(); // And this one to enable the Mouse (if you use both, Mouse is used) input = new MouseInput(); input.Initialize(screenDimensions); // Initialise Content Content.RootDirectory = "Content"; // Initialise Physics _world = new World(new Vector2(0, -2)); // Initialise network this.ScreenManager = screenManager; }
void Start() { m_currentState = HeroineState.Idle; m_inputController = InputFactory.GetCurrentInput (); m_animationStrategy = new AnimationStrategy (GetComponentInChildren<Animator> ()); m_animationController.Setup (this); m_attackStrategy.Setup (this); m_movementController.Setup (this); }
public ITank CreteTank(IInputController inputController, Transform spawnPoint) { var tankObject = Instantiate(tankPrefab, spawnPoint.position, Quaternion.identity); var shootingController = tankObject.GetComponent <IShootingController>(); _tank = tankObject.GetComponent <ITank>(); _tank.Initialize(inputController, shootingController); return(_tank); }
public IKeyEvent toIKeyEvent(IInputController inputController) { return(inputController.CreateKeyEvent( true, InputUtil.KeysToKey(Key), ControlPressed, AltPressed, ShiftPressed)); }
public BsPresenter(IBsView view, IBsHudView hudView, IBsModel model, IInputController input, ILog logger) { _view = view; _hudView = hudView; _model = model; _input = input; _logger = logger; _selection = new BsSelection(); }
public CoreServices(IViewService view, IInputService input, IInputController inputController, ICollisionService collision, ISelectionService selection, ITimeService time, ITickService tick) { View = view; Input = input; InputController = inputController; Collision = collision; Selection = selection; Time = time; Tick = tick; }
public Engine(IRenderer renderer, IInputController inputController, ICommandFactory commandFactory, IBlobFactory blobFactory, IAttackFactory attackFactory, IBehaviorFactory behaviorFactory) { this.renderer = renderer; this.inputController = inputController; this.CommandFactory = commandFactory; this.blobs = new List<IBlob>(); this.BlobFactory = blobFactory; this.AttackFactory = attackFactory; this.BehaviorFactory = behaviorFactory; }
public PlayerBehaviour(IViewProvider <IPlayerView> viewProvider, IInputController inputController, IGameNotifications gameNotifications, IGenerateMissile generateMissile) { _viewProvider = viewProvider; _inputController = inputController; _gameNotifications = gameNotifications; _generateMissile = generateMissile; }
public Engine(IRenderer renderer, IInputController inputController, ICommandFactory commandFactory, IBlobFactory blobFactory, IAttackFactory attackFactory, IBehaviorFactory behaviorFactory) { this.renderer = renderer; this.inputController = inputController; this.CommandFactory = commandFactory; this.blobs = new List <IBlob>(); this.BlobFactory = blobFactory; this.AttackFactory = attackFactory; this.BehaviorFactory = behaviorFactory; }
public MainEngineController(ILevelFacade levelFacade, IVisualElementsFacade visualElementsFacade, IInputController inputController, IInputFacade inputFacade, IUIComponentFacade uiComponentFacade) { _inputController = inputController; _rulesPacksFactory = new RulesPacksFactory(); _engine = new PipelineEngine(levelFacade, visualElementsFacade, inputFacade, uiComponentFacade); }
private void Awake() { #if UNITY_EDITOR _inputProvider = gameObject.AddComponent <MouseInputController>(); #elif UNITY_STANDALONE _inputProvider = gameObject.AddComponent <MouseInputController>(); #elif UNITY_ANDROID _inputProvider = gameObject.AddComponent <TouchInputController>(); #endif _ballMoveProvider = GetComponent <IBallMover>(); }
void Start() { // Get input controller. m_inputController = InputFactory.GetCurrentInputController(); // Get movement controller. m_movement = GetComponent <MovementController>(); // Get weapon controller (in children). m_weaponController = GetComponentInChildren <PlayerWeaponController> (); // Get thrust particles (in children). m_thrustEffect = GetComponentInChildren <ParticleSystem> (); }
/// <summary> /// Method start. /// </summary> private void Start() { input = GetComponent <InputManager>(); iv = GetComponent <View>(); gm = new GameManager(input, iv); Thread game = new Thread(new ThreadStart(gm.GameLoop)); game.Start(); }
private void Injection(IGrabSystem grabSystem, IInputController inputController) { _grabSystem = grabSystem; _inputController = inputController; _grabber = GetComponent <IGrabber>(); _grabber.OnTouched += HandleGrabberOnTouched; _grabber.OnUntouched += HandleGrabberOnUntouched; _injected = true; }
private void Start() { m_inputController = InputFactory.GetCurrentInputController(); m_direction = Vector2.right; m_startMoveSpeed = m_moveSpeed; m_tail = new List <Transform> (); GameUI.Instance.UpdateLength(1); m_moveCoroutine = StartCoroutine(Move()); }
private void Awake() { _anim = GetComponentInChildren <AnimationHandler>(); _move = GetComponent <CharacterMovement>(); _stats = GetComponent <CharacterStats>(); _coll = GetComponent <CollisionHandler>(); _weaponInv = GetComponent <WeaponInventory>(); _input = GetComponent <IInputController>(); //_contrVib = GetComponent<ControllerVibration>(); _coll.OnGrounded += () => _isDiveKicking = false; }
void Start() { Camera camera = Camera.main; if (camera == null) { GameObject cameraGameObject = Instantiate(new GameObject()); camera = cameraGameObject.AddComponent <Camera> (); } cameraController = camera.GetComponent <ICameraController> (); if (cameraController == null) { cameraController = camera.gameObject.AddComponent <DynamicCameraController> (); } specialBox = GameObject.FindGameObjectWithTag("Special Box"); if (specialBox == null) { specialBox = new GameObject(); } GameObject player = GameObject.FindGameObjectWithTag("Player"); playerInputController = player.GetComponent <IInputController> (); if (player == null || playerInputController == null) { playerInputController = new NullInputController(); } playerInputController.SetCameraController(cameraController); playerInputController.SetCameraMode( CameraMode.THIRD_PERSON, Vector3.zero ); playerVirtualController = player.GetComponent <IVirtualController> (); if (player == null || playerVirtualController == null) { playerVirtualController = new NullVirtualController(); } playerHealthController = player.GetComponent <IHealthController> (); if (playerHealthController == null) { playerHealthController = new NullHealthController(); } CameraModeTrigger [] cameraModeTriggers = ( CameraModeTrigger [] )GameObject.FindObjectsOfType <CameraModeTrigger> (); foreach (CameraModeTrigger cameraModeTrigger in cameraModeTriggers) { cameraModeTrigger.SetCameraModeListener(this); } }
public MainWindowVM( IBottomPanelVM bottomPanelVM, ICentralPanelVM centralPanelVM, ITotalCounterVM totalCounterVM, IInputController inputController) { BottomPanelVM = bottomPanelVM; CentralPanelVM = centralPanelVM; CentralPanelVM.ItemsPositionChanged += RequestScrollDown; TotalCounterVM = totalCounterVM; this.inputController = inputController; }
public void Init() { targetFinder = GetComponent <ITargetFinder>(); inputController = ControllersManager.Instance.GetController <IInputController>(); UpdateManager.Instance.onUpdate += CustomUpdate; thisTransform = transform; inputController.onFire += OnFireHandler; }
void Start() { input = GameManager.Instance.Input; animator.SetFloat("vertical", 1f); defaultFieldOfView = headCamera.fieldOfView; animator.speed = Settings.DefaultAnimatorSpeed; currentVelocity = Settings.DefaultMovementVelocity; currentStamina = Settings.DefaultStamina; currentMovementLine = Settings.DefaultMovementLine; transform.ChangePosition("z", MovementHelper.LinePositions[currentMovementLine]); cooldownCanvas.gameObject.SetActive(false); staminaCanvas.enabled = false; }
internal void Awake() { _characterController = GetComponent <CharacterController>(); _camera = GetComponentInChildren <Camera>(); _builder = FindObjectOfType <Builder>(); #if UNITY_STANDALONE _inputController = gameObject.AddComponent <StandaloneInputController>(); #endif #if UNITY_ANDROID || UNITY_IOS _inputController = gameObject.AddComponent <TouchscreenInputController>(); #endif }
public bool fallNodes = true; /*true-- Allows the pathfinding agent to use 'fall' nodes*/ void Awake() { _controller = GetComponent <CharacterController2D>(); _box = GetComponent <BoxCollider2D>(); _pathAgent = GetComponent <PathfindingAgent>(); _ai = GetComponent <AiController>(); //_anim = transform.Find("Graphics").GetComponent<Animator>(); _graphics = transform.Find("Graphics").gameObject; /*useful for preventing things from flipping when character is facing left*/ _input = GetComponent <IInputController>(); /*allow movement abilities to access character script*/ jump.SetCharacter(this); }
private void CreateNewInputControl() { switch (m_controlType) { case ControlType.None: _inputController = null; break; case ControlType.SampleInputController: _inputController = new SampleInputController(); break; } }
public LocationController(UnitView.Factory unit_factory, Settings settings, LocationModel location_model, SignalBus signal_bus, IInputController input_controller) { this._signal_bus = signal_bus; this._location_model = location_model; this._input_controller = input_controller; this._unit_factory = unit_factory; this._settings = settings; this._camera_bounds = Camera.main.OrthographicBounds(); }
private void Awake() { if (Instance != null && Instance != this) { DestroyImmediate(gameObject); return; } Instance = this; DontDestroyOnLoad(gameObject); Input.multiTouchEnabled = false; _mouseData = MouseDataClass.GetDefaultFromUpdate(); }
public InputServer(ILog log, IInputController inputController) { this.log = log; this.inputController = inputController; server = new OscServer(TransportType.Udp, IPAddress.Any, DEFAULT_VIP_PORT); server.RegisterMethod(JOYPAD_BUTTON_EVENT); server.RegisterMethod(MOUSE_EVENT); server.RegisterMethod(SCROLL_EVENT); server.RegisterMethod(KEYBOARD_EVENT); server.RegisterMethod(VOLUME_EVENT); server.MessageReceived += new OscMessageReceivedHandler(server_MessageReceived); server.Start(); log.Log(LogLevel.Info, "Starting Input Server"); }
private void Update() { for (int i = controllers.Count - 1; i >= 0; i--) { IInputController controller = controllers[i]; if (controller != null && controller.ProcessInput()) { break; } } controllers.AddRange(controllersToAdd); controllersToAdd.Clear(); }
public InputServer(ILog log, IInputController inputController) { this.log = log; this.inputController = inputController; server = new OscServer(TransportType.Udp, IPAddress.Any, DEFAULT_VIP_PORT); server.RegisterMethod(JOYPAD_BUTTON_EVENT); server.RegisterMethod(MOUSE_EVENT); server.RegisterMethod(SCROLL_EVENT); server.RegisterMethod(KEYBOARD_EVENT); server.RegisterMethod(VOLUME_EVENT); server.MessageReceived += new OscMessageReceivedHandler(server_MessageReceived); server.Start(); log.Log(LogLevel.Info, "Starting Input Server"); }
public MainWindow() : base(Gtk.WindowType.Toplevel) { Build(); // log ILog log = new TextViewLog(this.textview1); // input controller inputController = new LinInputController(); // services dserver = new DiscoveryServer(log); iserver = new InputServer.InputServer(log, inputController); }
public void Initialize(IInputController inputController, IShootingController shootingController) { _inputController = inputController; _shootingController = shootingController; _shootingController.Initialize(); _inputController.OnNextWeapon += () => _shootingController.ChangeWeapon(WeaponChange.Next); _inputController.OnPreviousWeapon += () => _shootingController.ChangeWeapon(WeaponChange.Previous); _inputController.OnSpace += () => Brake(brakeForce); _inputController.OnSpaceUp += () => Brake(0); _inputController.OnFire += OnFire; _axleInfos.AddRange(new[] { frontAxle, backAxle }); }
public UpgradedWarEngine( IRenderer renderer, IInputController inputController, IUnitFactory unitFactory, IArmyStructureFactory armyStructureFactory, ICommandFactory commandFactory, IContinent continent) : base(renderer, inputController, unitFactory, armyStructureFactory, commandFactory, continent) { }
public WarEngine( IRenderer renderer, IInputController inputController, IUnitFactory unitFactory, IArmyStructureFactory armyStructureFactory, ICommandFactory commandFactory, IContinent continent) { this.renderer = renderer; this.inputController = inputController; this.UnitFactory = unitFactory; this.ArmyStructureFactory = armyStructureFactory; this.CommandFactory = commandFactory; this.Continent = continent; }
public MainWindow() : base(Gtk.WindowType.Toplevel) { Build (); // log ILog log = new TextViewLog(this.textview1); // input controller inputController = new LinInputController(); // services dserver = new DiscoveryServer(log); iserver = new InputServer.InputServer(log, inputController); }
public WarEngine( IRenderer renderer, IInputController inputController, IUnitFactory unitFactory, IArmyStructureFactory armyStructureFactory, ICommandFactory commandFactory, IContinent continent) { this.renderer = renderer; this.inputController = inputController; this.UnitFactory = unitFactory; this.ArmyStructureFactory = armyStructureFactory; this.CommandFactory = commandFactory; this.Continent = continent; }
private void Bind() { _uiComponentFacade = new UIComponentFacade(); _levelFacade = new LevelFacade(_uiComponentFacade); _inputController = new InputController(); _visualElementsFacade = new VisualElementsFacade(); _inputFacade = new InputFacade(_inputController); _mainEngineController = new MainEngineController(_levelFacade, _visualElementsFacade, _inputController, _inputFacade, _uiComponentFacade); var objUpdateController = new GameObject("UpdateController"); _updateController = objUpdateController.AddComponent <UpdateController>(); _updateController.AddComponent(UpdatablesName.MainEngineController, _mainEngineController); _updateController.AddComponent(UpdatablesName.InputController, _inputController); }
public Engine( IRenderer renderer, IInputController inputController, ICommandFactory commandFactory, IFieldOfPLay fieldOfPLay, IAttackFactory attackFactory, IBehaviourFactory behaviourFactory) { this.renderer = renderer; this.inputController = inputController; this.CommandFactory = commandFactory; this.FieldOfPLay = fieldOfPLay; AttackFactory = attackFactory; BehaviourFactory = behaviourFactory; this.ReportEvents = false; }
public RootController() { // initialize this agent presentation = new RootPresentation(); abstraction = new RootAbstraction(); // initialize input agent input = new InputController(this); presentation.SetInputUI(input.GetUI()); // initialize output agent output = new OutputController(this); presentation.SetOutputUI(output.GetUI()); // show the window presentation.RegisterOnClose((sender, e) => { Shutdown(); }); presentation.ShowUI(); }
private void ReadOwnership(NetPacketReader reader, int length) { int startPosition = reader.Position; while (reader.Position - startPosition < length) { int id = reader.GetInt(); // If this remote is not the arbiter, the one sending the data must be. world.GetStatefulObject(id).Ownable.Read(reader, arbiter); IInputController inputController = world.statefulObjects[id].GetComponent <IInputController>(); if (inputController != null) { inputController.SetEnabled(world.GetStatefulObject(id).Ownable.HasOwnership(remoteID)); } } }
protected override void Awake() { base.Awake(); // input #if UNITY_EDITOR input = gameObject.AddComponent<DeviceInput>(); #else if (InputManager.ActiveInput == InputManager.Inputs.Touch) { input = gameObject.AddComponent<TouchInput>(); } else { input = gameObject.AddComponent<DeviceInput>(); } #endif // setup myMoney = new MoneyManager(); Augmentations = GetComponent<AugmentationManager>(); Weapons = GetComponent<WeaponManager>() ?? gameObject.AddComponent<WeaponManager>(); // create states stateMachine = new StateMachine(this, MovingState); stateMachine.CreateState(MovingState, MovingEnter, MovingExit); stateMachine.CreateState(BarrelRollingState, BarrelRollingEnter, BarrelRollingExit); stateMachine.CreateState(DyingState, DyingEnter, info => { }); }
// ================================================================================ // private methods // -------------------------------------------------------------------------------- protected bool Init() { if (Instance != null) { return false; } Instance = this; TextManagerInit textManagerInit = GetComponentInChildren<TextManagerInit>(); if (textManagerInit != null) { textManagerInit.Init(); } baseAudioManager = GetComponent<BaseAudioManager>(); baseNavigationInput = GetComponent<BaseNavigationInput>(); messenger = GetComponent<Messenger>(); applicationInfo = new ApplicationInfo(); gamepadInput = transform.GetInterface<IGamepadInput>(); inputController = transform.GetInterface<IInputController>(); // object shall persist through all levels DontDestroyOnLoad(gameObject); return true; }
public void setInputController(IInputController controller) { inputController = controller; }
public UseArrowKeysMovementController( IInputController inputController) { _inputController = inputController; }
public void SetInputController(IInputController inputController) { this.inputController = inputController; }
[SetUp] public void Init() { input = GetInputMock (); inputManager = GetControllerMock (input); }
public Engine(IController controller, IRenderer renderer, IInputController inputController) { this.Controller = controller; this.Renderer = renderer; this.Reader = inputController; }
void Start() { // Get input controller. m_inputController = InputFactory.GetCurrentInputController (); // Get movement controller. m_movement = GetComponent<MovementController>(); // Get weapon controller (in children). m_weaponController = GetComponentInChildren<PlayerWeaponController> (); // Get thrust particles (in children). m_thrustEffect = GetComponentInChildren<ParticleSystem> (); }
private InputManagerController GetControllerMock(IInputController input) { var inputManager = Substitute.For<InputManagerController> (); inputManager.SetInputController (input); return inputManager; }