private void CreateInputIDs() { FocusForward = CreateInputID(Keys.Tab, "{0} →"); FocusBackward = CreateInputID(Keys.Tab, "← {0}", shift: true); WindowFocusForward = CreateInputID(Keys.Tab, "{0} →", ctrl: true); WindowFocusBackward = CreateInputID(Keys.Tab, "← {0}", ctrl: true, shift: true); }
/// <summary> /// For the input <paramref name="InputID"/>. Returns the first <see cref="InputControl"/> recovered from <see cref="InputConfigurationInherentData"/>. /// Check is done in this order : /// * <see cref="InputConfigurationInherentData.AttributedKeys"/> /// * <see cref="InputConfigurationInherentData.AttributedMouseButtons"/> /// </summary> public static InputControl FindTheFirstInputControlForInputID(InputID InputID) { var InputConfigurationInherentData = InputConfigurationGameObject.Get().InputConfiguration.ConfigurationInherentData[InputID]; if (InputConfigurationInherentData != null) { var inputControlLookup = InputControlLookup.Get(); if (InputConfigurationInherentData.AttributedKeys != null) { foreach (var attributedKey in InputConfigurationInherentData.AttributedKeys) { var inputControl = inputControlLookup.keyToKeyControlLookup[attributedKey]; if (inputControl != null) { return(inputControl); } } } if (InputConfigurationInherentData.AttributedMouseButtons != null) { foreach (var attributedMouseButton in InputConfigurationInherentData.AttributedMouseButtons) { var inputControl = inputControlLookup.mouseButtonControlLookup[attributedMouseButton]; if (inputControl != null) { return(inputControl); } } } } return(null); }
public SkillSlot(CoreInteractiveObject AssociatedInteractiveObject, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput SKillSlotUIPositionInput, InputID AssociatedInput) { this.AssociatedInteractiveObject = AssociatedInteractiveObject; this._interactiveObjectActionPlayerSystem = interactiveObjectActionPlayerSystem; this.AssociatedInput = AssociatedInput; this.SkillSlotUI = new SkillSlotUI(ref SKillSlotUIPositionInput); this.CurrentPlayerActionInherentData = new ObjectVariable <InteractiveObjectActionInherentData>(this.OnCurrentPlayerActionInherentDataChanged); this.SkillSlotUI.SetInputText(InputControlLookup.GetInputControlRawName(InputControlLookup.FindTheFirstInputControlForInputID(this.AssociatedInput))); }
public bool IsPlaing(InputID playerId) { foreach (var item in menuSlots) { if (item.player == playerId) { return(item.IsSelected); } } return(false); }
public override bool Equals(object obj) { if (obj == null || GetType() != obj.GetType()) { return(false); } InputID otherID = obj as InputID; return(otherID.Value == this.Value); }
public ProjectileDeflectionFeedbackIcon(GameObject instanciatedGameObject, InputID DisplayedInput) { InstanciatedGameObject = instanciatedGameObject; this.Transform = this.InstanciatedGameObject.transform as RectTransform; this.mainCamera = Camera.main; this.inputText = this.Transform.GetComponentInChildren <TMPro.TextMeshProUGUI>(); var feedbackInputControl = InputControlLookup.FindTheFirstInputControlForInputID(DisplayedInput); if (feedbackInputControl != null) { this.inputText.text = InputControlLookup.GetInputControlRawName(feedbackInputControl); } }
public void RemapAction(GamepadAction.ID actionID, InputID inputID) { var action = actions[actionID]; // Remove old mapping var list = inputToAction[action.currentInputID]; list.Remove(actionID); if (list.Count == 0) { inputToAction.Remove(inputID); } addMapping(inputID, actionID); }
public bool EvaluateInputCondition(InputID InputID) { switch (InputID) { case InputID.FIRING_PROJECTILE_DOWN_HOLD: return(this.FiringProjectileDH()); case InputID.SKILL_1_DOWN_HOLD: return(this.Skill1DonwHold()); case InputID.SKILL_2_DOWN_HOLD: return(this.Skill2DownHold()); } return(false); }
private void addMapping(InputID inputID, GamepadAction.ID actionID) { var action = actions[actionID]; action.currentInputID = inputID; if (inputToAction.ContainsKey(inputID)) { var list = inputToAction[inputID]; list.Add(actionID); } else { var list = new List <GamepadAction.ID>(); list.Add(actionID); inputToAction.Add(inputID, list); } }
private void RasterizeAcceleratorOverlay( UIOperationContext context, ref ImperativeRenderer labelRenderer, ref ImperativeRenderer targetRenderer, Control control, InputID id, bool showFocused = false, Control forControl = null ) { if (id == null) { throw new ArgumentNullException("id"); } var gamePadMode = InputSources.FirstOrDefault() is GamepadVirtualKeyboardAndCursor; OverlayStringBuilder.Clear(); id.Format(OverlayStringBuilder, gamePadMode); RasterizeAcceleratorOverlay( context, ref labelRenderer, ref targetRenderer, control, OverlayStringBuilder, showFocused ); }
public void StopGameplay(InputID winnerID) { int winner = 0; foreach (var item in menuSlots) { if (item.player == winnerID) { winner = menuSlots.IndexOf(item); } } score[winner]++; Debug.Log("StopGameplay | winner score: " + score[winner]); UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(levels[currentSceneIndex]); if (score[winner] >= maxWins) { ShowFinalResult(); } else { ShowCurrentResult(winner); } }
public static string ConvertInputToReadableText(InputID inputId) { InputReadableText.TryGetValue(inputId, out string readableInputText); return(ConvertInputConfigurationToAReadabledText(InputConfigurationGameObject.Get().InputConfiguration.ConfigurationInherentData[inputId]) + " : " + readableInputText); }
/// <summary> /// Returns the current unnormalized value of the virtual joystick identified by joystickID in the layout identified by layoutID. /// </summary> /// <param name="joystickID">ID of the joystick (specified in the editor)</param> /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param> static public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID) { return r_Instance.GetJoystick(joystickID, layoutID, false); }
/// <summary> /// Funcion disparada cuando se detecta input /// </summary> /// <param name="inputID">Accion a realizar</param> public void OnInputDetection(InputID inputID) { StateID current = CurrentState.ID; // DURANTE el estado de hit no haremos nada mas if (current == StateID.Hit) return; switch (inputID) { case InputID.Left: if (TrackPosition.CanChangeRail(Direction.Left)) ChangeState(StateID.Left); break; case InputID.Right: if (TrackPosition.CanChangeRail(Direction.Right)) ChangeState(StateID.Right); break; case InputID.Jump: if (Movement.IsGrounded()) ChangeState(StateID.Jump); break; case InputID.Crouch: ChangeState(StateID.Crouch); break; } }
/// <summary> /// Changes the current animation preset an input device identified by inputID to a preset identified by presetID. /// </summary> /// <param name="presetID">ID of the preset (specified in the editor)</param> /// <param name="inputID">ID of the input device (specified in the editor)</param> /// <param name="layoutID">ID of the layout (specified in the editor)</param> static public void ChangeAnimationPreset(string presetID, InputID inputID, LayoutID layoutID) { r_Instance.ChangeAnimationPreset(presetID, inputID, layoutID); }
/// <summary> /// Returns the current animation preset ID of an input device identified by inputID in a layout identified by layoutID. /// </summary> /// <param name="inputID">ID of the input device (specified in the editor)</param> /// <param name="layoutID">ID of the layout (specified in the editor)</param> static public string GetCurrentAnimationPreset(InputID inputID, LayoutID layoutID) { return r_Instance.GetCurrentAnimationPreset(inputID, layoutID); }
public void ChangeAnimationPreset(string presetID, InputID inputID, LayoutID layoutID) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); til.ChangeAnimationPreset(presetID, inputID.ToString()); }
/// <summary> /// Returns true during the frame the user releases the virtual button identified by buttonID in the layout identified by layoutID. /// </summary> /// <param name="buttonID">ID of the button (specified in the editor)</param> /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param> static public bool GetButtonUp(InputID buttonID, LayoutID layoutID) { return r_Instance.GetButtonUp(buttonID, layoutID); }
private void Start() { rgBody = GetComponent <Rigidbody2D>(); capsuleCollider = GetComponent <CapsuleCollider2D>(); inputID = GetComponent <InputID>(); }
public string GetCurrentAnimationPreset(InputID inputID, LayoutID layoutID) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); return til.GetCurrentAnimationPreset(inputID.ToString()); }
public static string ConvertInputToReadableText(string customDescription, InputID inputId) { return(customDescription + " : " + ConvertInputConfigurationToAReadabledText(InputConfigurationGameObject.Get().InputConfiguration.ConfigurationInherentData[inputId])); }
public static ProjectileDeflectionFeedbackIcon Build(GameObject ProjectileDeflectionFeedbackPrefab, InputID DisplayedInput) { return(new ProjectileDeflectionFeedbackIcon(MonoBehaviour.Instantiate(ProjectileDeflectionFeedbackPrefab, ProjectileDeflectionFeedbackIconContainer.Get().transform), DisplayedInput)); }
// Start is called before the first frame update void Start() { pickup = GetComponent <PickUp>(); inputID = GetComponent <InputID>(); }
public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID, bool normalized) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); return til.GetJoystick(joystickID.ToString(), normalized); }
public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID) { return GetJoystick(joystickID, layoutID, false); }
public InputPacket(InputID inputID, UpDownID upDownID, ActionID actionID) { this.inputID = inputID; this.upDownID = upDownID; this.actionID = actionID; }
/// <summary> /// Returns the current value of the virtual joystick identified by joystickID in the layout identified by layoutID, normalizing the returned value if asked to. /// </summary> /// <param name="joystickID">ID of the joystick (specified in the editor)</param> /// <param name="layoutID">ID of the layout in which it resides (specified in the editor)</param> /// <param name="normalized">Whether or not we should normalize the value</param> static public Vector2 GetJoystick(InputID joystickID, LayoutID layoutID, bool normalized) { return r_Instance.GetJoystick(joystickID, layoutID, normalized); }
// Start is called before the first frame update void Start() { capsuleCollider = GetComponent <CapsuleCollider2D>(); inputID = GetComponent <InputID>(); }
public bool GetButtonUp(InputID buttonID, LayoutID layoutID) { TouchInputLayout til = FindLayoutByID(layoutID.ToString()); return til.GetButtonUp(buttonID.ToString()); }