Beispiel #1
0
        private void Cancel()
        {
            ability.Disable();
            Destroy(CreatedObject);
            CreatedObject = null;
            Interaction.Interact(transform.position);
            var create = (CreationInteraction)Interaction;

            create.createdObject = null;
        }
        private void Cancel(InputAction.CallbackContext ctx)
        {
            Destroy(_createdObject);
            _ability.Disable();
            _createdObject = null;
            //interaction.Interact(transform.position);
            var create = (CreationInteraction)interaction;

            create.createdObject = null;
            _movement["Ability"].Enable();
        }
 void OnDisable()
 {
     playerActions.Disable();
     inventoryActions.Disable();
     attackActions.Disable();
     abilityActions.Disable();
 }
 private void OnDisable()
 {
     _showConsole = false;
     toggleDebugAction.Disable();
     returnAction.Disable();
     debugActionMap.Disable();
 }
        void Unload()
        {
            m_VrAnchorController.Unload();

            if (!m_SkipVrInit)
            {
                // stop VR subsystems
                m_Manager.StopSubsystems();

                // deinitialize VR
                m_Manager.DeinitializeLoader();
            }

            // SteamVR might change the main FoV, so make sure to set it to the default
            m_ScreenModeCamera.fieldOfView = m_ScreenModeFieldOfView;

            // swap cameras
            m_ScreenModeCamera.gameObject.SetActive(true);

            if (m_ActionMap != null)
            {
                m_ActionMap.Disable();
            }

            UIStateManager.projectStateChanged -= OnProjectStateDataChanged;
        }
Beispiel #6
0
 private void OnDisable()
 {
     //movement.TryGetAction("Jump").performed -= Jump;
     //movement.TryGetAction("JumpHold").performed -= JumpHold;
     movement["Jump"].started   -= StartJump;
     movement["Jump"].performed -= CancelJump;
     movement["Jump"].canceled  -= CancelEarly;
     movement.Disable();
 }
Beispiel #7
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 private void Initialize()
 {
     ability  = input.Ability;
     movement = input.Player;
     ability.Disable();
     movement.GetAction("Ability").performed += ctx => Interact();
     ability.GetAction("Rotate").performed   += ctx => Rotate(ctx.ReadValue <float>());
     ability.GetAction("Place").performed    += ctx => Place();
     ability.GetAction("Cancel").performed   += ctx => Cancel();
 }
Beispiel #8
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 public static void SetActive(InputActionMap action, bool value)
 {
     if (value)
     {
         action.Enable();
     }
     else
     {
         action.Disable();
     }
 }
Beispiel #9
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 public static void SetActive(this InputActionMap that, bool enable)
 {
     if (enable)
     {
         that.Enable();
     }
     else
     {
         that.Disable();
     }
 }
Beispiel #10
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        private void OnDisable()
        {
            toggleLoggerAction.Disable();
            loggerActionMap.Disable();

            // If destroyed because already exists, don't need to de-register callback
            if (destroying)
            {
                return;
            }
            Application.logMessageReceived -= HandleLog;
        }
 public void Open(bool show = true)
 {
     _show = show;
     animator.SetBool(VarShow, show);
     if (show)
     {
         _gameActionMap.Disable();
     }
     else
     {
         _gameActionMap.Enable();
     }
 }
Beispiel #12
0
    public void OpenShop()
    {
        rangeGameObject.SetActive(true);

        otherDrivingActionMap.Disable();
        meatSellingActionMap.Enable();

        DrivingGameplayManager.Instance.CurrentControllerMode.VirtualCamera.Priority = 0;
        virtualCamera.Priority++;

        spawnedMeats = meatsSpawning.SpawnGivenMeats(GameManager.Instance.Player.Inventory.Meats);

        spawnedEarnedCash = new List <CashBehaviour>();
    }
    void SetSteering(VehicleType type)
    {
        switch (type)
        {
        case VehicleType.Drone:
            droneActionMap.Enable();
            robotActionMap.Disable();
            tractorActionMap.Disable();
            break;

        case VehicleType.Tractor:
            droneActionMap.Disable();
            robotActionMap.Disable();
            tractorActionMap.Enable();
            break;

        case VehicleType.Robot:
            droneActionMap.Disable();
            robotActionMap.Enable();
            tractorActionMap.Disable();
            break;
        }
    }
        void Awake()
        {
            m_InputActionAsset["Walk Mode Action"].performed   += OnWalkStartPositionValidate;
            m_InputActionAsset["Switch Mode Action"].performed += OnSwitchMode;
#if UNITY_ANDROID || UNITY_IOS
            m_InputActionAsset["Place Joystick Action"].performed += OnPlaceJoystick;
#endif
            m_InputActionMap = m_InputActionAsset.FindActionMap("Walk");
            m_InputActionMap.Disable();
            m_OnScreenStick                     = m_LeftJoystick.GetComponentInChildren <OnScreenStick>(true);
            UIStateManager.stateChanged        += OnStateDataChanged;
            UIStateManager.externalToolChanged += OnExternalToolChanged;
            m_JoystickImages                    = m_LeftJoystick.GetComponentsInChildren <Image>();
        }
        void ActivateFlyMode(bool moveCamera = true)
        {
            m_FPSController.SetActive(false);
            m_MainCamera.gameObject.SetActive(true);
            m_MainCamera.clearFlags = CameraClearFlags.Skybox;

            if (moveCamera)
            {
                m_FreeFlyCamera.SetMovePosition(m_FPSController.transform.position, m_FPSController.transform.rotation);
            }

            m_InputActionMap.Disable();
            m_IsInit = false;
        }
        void Awake()
        {
#if UNITY_ANDROID || UNITY_IOS
            m_InputActionAsset["Place Joystick Action"].performed += OnPlaceJoystick;
            OrphanUIController.onBeginDrag += OnBeginDrag;
            OrphanUIController.onDrag      += OnDrag;
            OrphanUIController.onEndDrag   += OnCancel;
#else
            m_InputActionAsset["Walk Mode Action"].started   += OnBeginDrag;
            m_InputActionAsset["Walk Mode Action"].performed += OnDrag;
            m_InputActionAsset["Walk Mode Action"].canceled  += OnCancel;
#endif

            m_InputActionAsset["Walk Mode Action Tap"].canceled += OnCancel;
            m_InputActionMap = m_InputActionAsset.FindActionMap("Walk");
            m_InputActionMap.Disable();

            m_DisposeOnDestroy.Add(m_MeasureToolStateSelector     = UISelectorFactory.createSelector <bool>(MeasureToolContext.current, nameof(IMeasureToolDataProvider.toolState), OnMeasureToolToolChanged));
            m_DisposeOnDestroy.Add(m_WalkModeEnableSelector       = UISelectorFactory.createSelector <bool>(WalkModeContext.current, nameof(IWalkModeDataProvider.walkEnabled), OnWalkEnable));
            m_DisposeOnDestroy.Add(m_WalkInstructionStateSelector = UISelectorFactory.createSelector <SetInstructionUIStateAction.InstructionUIState>(WalkModeContext.current, nameof(IWalkModeDataProvider.instructionUIState)));
            m_DisposeOnDestroy.Add(m_WalkInstructionSelector      = UISelectorFactory.createSelector <IWalkInstructionUI>(WalkModeContext.current, nameof(IWalkModeDataProvider.instruction)));
            m_DisposeOnDestroy.Add(m_ScaleFactorSelector          = UISelectorFactory.createSelector <float>(UIStateContext.current, nameof(IUIStateDisplayProvider <DisplayData> .display) + "." + nameof(IDisplayDataProvider.scaleFactor)));
            m_DisposeOnDestroy.Add(UISelectorFactory.createSelector <OpenDialogAction.DialogType>(UIStateContext.current, nameof(IDialogDataProvider.activeDialog),
                                                                                                  type =>
            {
                m_CachedDialog = type;
                CheckJoystickAvailable();
            }));
            m_DisposeOnDestroy.Add(UISelectorFactory.createSelector <OpenDialogAction.DialogType>(UIStateContext.current, nameof(IDialogDataProvider.activeSubDialog),
                                                                                                  type =>
            {
                m_CachedSubDialog = type;
                CheckJoystickAvailable();
            }));
            m_DisposeOnDestroy.Add(UISelectorFactory.createSelector <SetDialogModeAction.DialogMode>(UIStateContext.current, nameof(IDialogDataProvider.dialogMode),
                                                                                                     type =>
            {
                m_CachedDialogMode = type;
                CheckJoystickAvailable();
            }));
            m_DisposeOnDestroy.Add(UISelectorFactory.createSelector <SetActiveToolAction.ToolType>(ToolStateContext.current, nameof(IToolStateDataProvider.activeTool),
                                                                                                   type =>
            {
                m_CachedActiveTool = type;
                CheckJoystickAvailable();
            }));

            m_JoystickImages = m_LeftJoystick.GetComponentsInChildren <Image>();
        }
    void Start()
    {
        gasRemapButton.onClick.AddListener(delegate { RemapButtonClicked("Gas", gasRemapButton, gasMapIndex); });
        brakeRemapButton.onClick.AddListener(delegate { RemapButtonClicked("Brake", brakeRemapButton, brakeMapIndex); });
        fireRemapButton.onClick.AddListener(delegate { RemapButtonClicked("Fire", fireRemapButton, fireMapIndex); });
        turretRemapButton.onClick.AddListener(delegate { RemapButtonClicked("Turret", turretRemapButton, turretMapIndex); });
        okButton.onClick.AddListener(OkButtonClicked);

        // Set the first button to be selected so that
        // gamepad navigation can be performed.
        gasRemapButton.Select();

        playerActionMap = tanksInputActions.GetActionMap("Player");
        playerActionMap.Disable();

        ResetButtonMappingTextValues();
    }
Beispiel #18
0
 void UpdateMapEnable(InputActionMap map, Func <bool> DoIsEnable)
 {
     if (map != null && DoIsEnable != null)
     {
         bool temp = DoIsEnable();
         if (map.enabled != temp)
         {
             if (temp)
             {
                 map.Enable();
             }
             else
             {
                 map.Disable();
             }
         }
     }
 }
Beispiel #19
0
 public void PauseGame()
 {
     IsPaused = !IsPaused;
     PauseMenu.SetActive(IsPaused);
     if (IsPaused)
     {
         previousTimeScale = Time.timeScale;
         Time.timeScale    = 0f;
         fighterActionMap.Disable();
         uiActionMap.Enable();
     }
     else
     {
         Time.timeScale = previousTimeScale;
         fighterActionMap.Enable();
         uiActionMap.Disable();
     }
 }
        public void Initialize()
        {
            input     = GetComponent <PlayerInputSystem>();
            _ability  = input.Ability;
            _movement = input.Player;
            _ability.Disable();
            _movement["Interact"].Disable();
            _movement["Ability"].performed += ctx => Interact();
            _ability["Place"].performed    += Place;
            _ability["Cancel"].performed   += Cancel;
            settings = input.Settings;

            if (_createdObject)
            {
                Destroy(_createdObject);
                _createdInteraction = null;
                _createdObject      = null;
            }
        }
        void ActivateFlyMode(bool moveCamera = true)
        {
            m_FPSController.SetActive(false);
            m_MainCamera.gameObject.SetActive(true);
            m_MainCamera.clearFlags = CameraClearFlags.Skybox;

#if UNITY_IOS
            // Camera clearFlags is changed to CameraClearFlags.Nothing after one frame on iOS so need to set to Skybox in Coroutine
            StartCoroutine(SetCameraSkybox());
#endif

            if (moveCamera)
            {
                m_FreeFlyCamera.TransformTo(m_FPSController.transform);
            }

            m_InputActionMap.Disable();
            m_InputActionAsset["Orbit Action"].Enable();
            m_IsInit = false;
        }
        void Unload()
        {
            m_VrAnchorController.Unload();

            if (!m_SkipVrInit)
            {
                // stop VR subsystems
                m_Manager.StopSubsystems();

                // deinitialize VR
                m_Manager.DeinitializeLoader();
            }

            // swap cameras
            m_ScreenModeCamera.gameObject.SetActive(true);

            if (m_ActionMap != null)
            {
                m_ActionMap.Disable();
            }
        }
Beispiel #23
0
    public void ReturnToDriving()
    {
        otherDrivingActionMap.Enable();
        meatSellingActionMap.Disable();

        virtualCamera.Priority = 0;
        DrivingGameplayManager.Instance.CurrentControllerMode.VirtualCamera.Priority++;

        List <IItemJumpTo> itemsToGather = new List <IItemJumpTo>();

        itemsToGather.AddRange(spawnedMeats);
        itemsToGather.AddRange(spawnedEarnedCash);
        itemsToGather.ForEach(item => item.JumpTo(playerVehicle.VehicleController.CenterOfMass.transform.position, false, () => Destroy(item.GameObject), true));

        List <OnRouteToMeatShopNpcCharacterState> customersToInformAboutShopClosing = new List <OnRouteToMeatShopNpcCharacterState>(CustomersWalkingToShop);

        customersToInformAboutShopClosing.ForEach(customer => customer.OnMeatShopClosed());
        CustomersWalkingToShop.Clear();

        rangeGameObject.SetActive(false);
    }
Beispiel #24
0
 public GenericDevice(InputDevice device)
 {
     m_Device                   = device;
     m_Controls                 = m_Device.allControls.ToList();
     m_ControlTypes             = m_Controls.Select(x => x.GetType()).Distinct().ToList();
     m_UIType                   = UIType.Specialized;
     m_CaptureDetailedEventInfo = false;
     m_ActionMap                = new InputActionMap();
     m_ActionMap.Disable();
     m_ActionMap.devices = new[] { device };
     foreach (var c in m_Controls)
     {
         var action = m_ActionMap.AddAction(c.path, binding: c.path);
         action.performed += Action_performed;
         m_Actions[c]      = new ActionData()
         {
             action = action
         };
     }
     m_ActionMap.Enable();
 }
Beispiel #25
0
    /**** Combat controls ****/
    public void OnModeSwitch()
    {
        pilotActionMap.Disable();
        gunnerActionMap.Disable();
        combatActionMap.Disable();
        cabinActionMap.Enable();

        if (mode == PlayerMode.GunnerMode)
        {
            Gunner.Shoot(false);
            Gunner.instance.player = null;
        }
        else if (mode == PlayerMode.PilotMode)
        {
            Pilot.instance.player = null;
        }

        mode = PlayerMode.CabinMode;
        //Debug.Log("Mode switched to Cabin");
        ModeManager.ModeSwitch(this, PlayerMode.CabinMode);
    }
        /// <summary>
        /// Tries to set a new active action map.
        /// If a new action map is set, returns true.
        /// </summary>
        /// <param name="actionMapName">Name of action map.</param>
        public bool TrySetActiveActionMap(string actionMapName)
        {
            if (actionMapName == null)
            {
                LogError("Cannot retrieve an InputActionMap when the provided map name is null");
                return(false);
            }

            if (m_InputSettings == null)
            {
                LogError("Cannot set InputActionMap [" + actionMapName + "] as active because ECCInputSettings is null");
                return(false);
            }

            if (m_InputSettings.InputActionAsset == null)
            {
                LogError("Cannot set InputActionMap [" + actionMapName + "] as active because no InputActionAsset is assigned");
                return(false);
            }

            // Try to find action map.
            InputActionMap actionMap = m_InputSettings.InputActionAsset.FindActionMap(actionMapName);

            bool isValid = actionMap != null;

            if (!isValid)
            {
                LogError("InputActionMap [" + actionMapName + "] was not found");
            }
            else // Update active action map and enable.
            {
                m_ActiveActionMap?.Disable(); // Disable current before enabling new.

                // Enable action map and set as active.
                actionMap.Enable();
                m_ActiveActionMap = actionMap;
            }

            return(isValid);
        }
    public void Actions_CanPerformPressInteraction_AndTriggerInteractionResetInCallback()
    {
        var keyboard = InputSystem.AddDevice <Keyboard>();

        var asset = ScriptableObject.CreateInstance <InputActionAsset>();
        var map1  = new InputActionMap("map1");
        var map2  = new InputActionMap("map2");

        asset.AddActionMap(map1);
        asset.AddActionMap(map2);

        var action1 = map1.AddAction("action1");
        var action2 = map2.AddAction("action2");

        // PressInteraction used to set some local state *after* trigger callbacks. This meant that if the
        // callback triggered a Reset() call, PressInteraction would then overwrite state from the reset.
        action1.AddBinding("<Keyboard>/a", interactions: "press(behavior=0)");
        action2.AddBinding("<Keyboard>/b", interactions: "press(behavior=0)");

        action1.performed += _ => { map1.Disable(); map2.Enable(); };
        action2.performed += _ => { map2.Disable(); map1.Enable(); };

        map1.Enable();

        PressAndRelease(keyboard.aKey);

        Assert.That(map1.enabled, Is.False);
        Assert.That(map2.enabled, Is.True);

        PressAndRelease(keyboard.bKey);

        Assert.That(map1.enabled, Is.True);
        Assert.That(map2.enabled, Is.False);

        PressAndRelease(keyboard.aKey);

        Assert.That(map1.enabled, Is.False);
        Assert.That(map2.enabled, Is.True);
    }
    void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(this);
        }

        _inputs       = GetComponent <PlayerInput>();
        playerActions = _inputs.actions.FindActionMap("Player", true);
        uiActions     = _inputs.actions.FindActionMap("UI", true);
        playerMove    = playerActions.FindAction("Move");
        playerLook    = playerActions.FindAction("Look");
        playerJump    = playerActions.FindAction("Jump");
        playerRoll    = playerActions.FindAction("Roll");
        playerDash    = playerActions.FindAction("Dash");
        cycleTarget   = playerActions.FindAction("CycleTarget");
        playerAttack  = playerActions.FindAction("Attack");
        mousePosition = uiActions.FindAction("MousePosition");
        playerActions.Disable();

        playerJump.performed += OnJump_Pressed;
        playerJump.canceled  += OnJump_Released;

        playerRoll.performed += OnRoll_Pressed;
        playerRoll.canceled  += OnRoll_Released;

        playerDash.performed += OnDash_Pressed;
        playerDash.canceled  += OnDash_Released;

        playerAttack.performed += OnAttack_Pressed;
        playerAttack.canceled  += OnAttack_Released;

        cycleTarget.performed += OnCycleTarget_Pressed;
    }
Beispiel #29
0
 private void OnDisable()
 {
     inputs.Disable();
 }
Beispiel #30
0
 void OnDisable()
 {
     actionMap.Disable();
 }