protected override void Update(GameTime gameTime)
        {
            CurrentGameTime = gameTime;

            InputKeyboard.UpdateState();
            InputMouse.UpdateState();

            if (InputKeyboard.KeyNowPressed(Keys.I))
            {
                StatusText.DrawStatus = !StatusText.DrawStatus;
            }

            if (InputKeyboard.KeyNowPressed(Keys.H))
            {
                StatusText.DrawControls = !StatusText.DrawControls;
            }

            StatusText.Update();

            ManipulationMenu.Update();

            if (Pause)
            {
                PausedActions();
            }
            else
            {
                RunningActions();
            }

            CamControl.Update();
        }
        private void UniverseSaveLoad()
        {
            for (int i = 0; i < GameGlobals.MaxUniverseCount; i++)
            {
                if (InputKeyboard.KeyNowPressed(Keys.D1 + i))
                {
                    if (InputKeyboard.KeyCurrentlyPressed(Keys.LeftControl))
                    {
                        Parent.CopyUniverse(CurrentUniverse, i);
                    }
                    else
                    {
                        Parent.QuickLoadUniverse(i);
                    }
                }
            }

            if (InputKeyboard.KeyNowPressed(Keys.P))
            {
                FileAdapter.WriteUniverseToFile(CurrentUniverse);
            }

            if (InputKeyboard.KeyNowPressed(Keys.L))
            {
                Parent.FileLoadUniverse(CurrentUniverse.ID);
            }
        }
 private void Start()
 {
     ZoneObjects  = new List <GameObject>();
     Guesster     = FindObjectOfType <Guesster>();
     currentState = State.INITIAL;
     IK           = FindObjectOfType <InputKeyboard>();
 }
 private void DistributionSelection()
 {
     if (InputKeyboard.KeyNowPressed(Keys.Y))
     {
         Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.Sequence;
     }
     else if (InputKeyboard.KeyNowPressed(Keys.X))
     {
         Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.ParallelLoop;
     }
     else if (InputKeyboard.KeyNowPressed(Keys.C))
     {
         Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.Modulo;
     }
     else if (InputKeyboard.KeyNowPressed(Keys.V))
     {
         Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.LockedRRT;
     }
     else if (InputKeyboard.KeyNowPressed(Keys.B))
     {
         Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.SyncedRRT;
     }
     else if (InputKeyboard.KeyNowPressed(Keys.N))
     {
         Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.OpenCL;
     }
 }
        private void PausedActions()
        {
            if (InputKeyboard.KeyNowPressed(Keys.Escape))
            {
                CurrentUniverse.ClearPlanets();
            }

            BuilderMenu.Update();
        }
Beispiel #6
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        private void Start()
        {
            uiStats       = GetComponent <UI.Stats>();
            uiLog         = GetComponent <UI.Log>();
            uiInventory   = GetComponent <UI.Inventory>();
            inputKeyboard = GetComponent <InputKeyboard>();

            game = new Game(this);
            game.Run();
        }
        public void Capture()
        {
            CreateInputDevices();

            InputKeyboard.Capture();
            InputMouse.Capture();
            if (InputJoyStick != null)
            {
                InputJoyStick.Capture();
            }
        }
        /// <summary>
        /// Get plane number corresponds to keyboard and mode.
        /// Return -1 if no plane exists.
        /// </summary>
        /// <param name="keyboard">Keyboard</param>
        /// <param name="mode">Mode</param>
        /// <returns></returns>
        public int GetPlane(InputKeyboard keyboard, string mode)
        {
            if (keyboard.Author == "Denasu System")
            {
                if (keyboard.Name == "101 Keyboard")
                {
                    return(0);
                }
            }

            return(-1);
        }
Beispiel #9
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    /**
     * Creates a player with the given settings at the given position
     */
    public GameObject CreatePlayer(Vector3 pos, PlayerSettings settings)
    {
        // Create the player
        GameObject  player = Instantiate(prefab, pos, Quaternion.identity);
        PlayerLimbs limbs  = player.GetComponent <PlayerLimbs> ();

        // Setting the player customisation using player limbs
        GameObject hat       = skins.hats [settings.indices.hatIndex];
        GameObject playerHat = Instantiate(hat, limbs.head.transform.position, limbs.head.transform.rotation);

        playerHat.transform.parent = limbs.head.transform;

        Mesh lance       = skins.lances [settings.indices.lanceIndex].GetComponentInChildren <MeshFilter>().sharedMesh;
        Mesh playerLance = Instantiate(lance);

        limbs.lance.GetComponent <MeshFilter> ().sharedMesh = playerLance;

        player.GetComponent <PlayerLimbs> ().character.GetComponent <Renderer> ().material = skins.outfits [settings.indices.outfitIndex];


        PlayerInput input = new InputKeyboard();

        switch (settings.input)
        {
        case InputType.Keyboard:
            input = new InputKeyboard();
            (input as InputKeyboard).RefreshInputs(settings.keyboardID);
            break;

        case InputType.Mouse:
            input = new InputMouse();
            break;

        case InputType.Controller:
            input = new InputController();
            (input as InputController).RefreshInputs(settings.controllerID);
            break;
        }

        // Tell the movement script to add the appropriate input type
        PlayerMovement m = player.GetComponentInChildren <PlayerMovement>();

        m.SetInput(input);
        m.settings = settings;


        //CurrentPrefab.GetComponentInChildren<SetMaterial>().setMat(newMat);

        return(player);
    }
    // Start is called before the first frame update
    void Start()
    {
        Beholder = null;

        if (GameData.Data == null)
        {
            Debug.LogError("GameData not found");
        }

        inputKeyboard = GetComponent <InputKeyboard>();
        messageView   = GetComponent <MessageView>();

        deathPane = GameObject.Find("DeathPane");
        deathPane.SetActive(false);

        BeginGame();
    }
 static void Init()
 {
     inputs = new InputType[PLAYERS_COUNT];
     for (int a = 0; a < PLAYERS_COUNT; a++)
     {
         inputs[a] = new InputKeyboard(a);
     }
     if (Data.Instance.switchPlayerInputs)
     {
         InputType inputs0 = inputs[0];
         InputType inputs1 = inputs[1];
         inputs[0] = inputs[2];
         inputs[1] = inputs[3];
         inputs[2] = inputs0;
         inputs[3] = inputs1;
     }
     initialized = true;
 }
        /// <summary>
        /// Build automaton from word string
        /// </summary>
        /// <param name="word">Word string</param>
        /// <param name="keyboard">Keyboard</param>
        /// <returns>Automaton</returns>
        public virtual InputAutomaton ToAutomaton(string s, InputKeyboard keyboard)
        {
            InputAutomaton start   = new InputAutomaton();
            InputAutomaton current = start;

            // You can input any character with "a" key!
            for (int i = 0; i < s.Length; i++)
            {
                var newAutomaton = new InputAutomaton();
                current.SetConnect((int)WTKeyCode.A, new InputAutomaton.Connect()
                {
                    Automaton = newAutomaton,
                    Character = "a",
                    Flags     = Ope_NO_XN,
                });
                current = newAutomaton;
            }

            return(start);
        }
        private void UniverseManipulation()
        {
            if (InputKeyboard.KeyNowPressed(Keys.Add))
            {
                GameGlobals.SimulationSpeedMuliplicator += GameGlobals.SimulationSpeedStep;
            }
            if (InputKeyboard.KeyNowPressed(Keys.Subtract))
            {
                GameGlobals.SimulationSpeedMuliplicator -= GameGlobals.SimulationSpeedStep;
            }

            if (GameGlobals.SimulationSpeedMuliplicator < 1F)
            {
                GameGlobals.SimulationSpeedMuliplicator = 1F;
            }

            if (InputKeyboard.KeyNowPressed(Keys.R))
            {
                Parent.ResetCurrentUniverse();
            }

            if (InputKeyboard.KeyNowPressed(Keys.Space))
            {
                Parent.Pause = !Parent.Pause;

                if (Parent.Pause)
                {
                    Parent.ResetBuildMenu();
                }
            }

            if (InputKeyboard.KeyNowPressed(Keys.F))
            {
                CurrentUniverse.CreateRandomField();
            }
        }
        protected override void Initialize()
        {
            SpriteBatch = new SpriteBatch(GraphicsDevice);

            graphics.PreferredBackBufferWidth  = ScreenWidth;
            graphics.PreferredBackBufferHeight = ScreenHeight;
#if !DEBUG
            graphics.IsFullScreen = true;
#endif
            graphics.ApplyChanges();

            InputKeyboard.Initialize();
            InputMouse.Initialize();

            StatusText       = new StatusText(this);
            ManipulationMenu = new ManipulationMenu(this);
            CamControl       = new CameraControl(this);
            BuilderMenu      = new BuildMenu(this);

            m_universes[0]  = new Universe(this, 0);
            CurrentUniverse = m_universes[0];

            base.Initialize();
        }
        private void CheckCameraPosition()
        {
            float speed = (float)Parent.CurrentGameTime.ElapsedGameTime.TotalMilliseconds / Camera.Zoom;

            if (InputKeyboard.KeyCurrentlyPressed(Keys.A))
            {
                ApplyCameraChanges(new Vector2(-speed, 0));
            }

            if (InputKeyboard.KeyCurrentlyPressed(Keys.D))
            {
                ApplyCameraChanges(new Vector2(speed, 0));
            }

            if (InputKeyboard.KeyCurrentlyPressed(Keys.W))
            {
                ApplyCameraChanges(new Vector2(0, -speed));
            }

            if (InputKeyboard.KeyCurrentlyPressed(Keys.S))
            {
                ApplyCameraChanges(new Vector2(0, speed));
            }
        }
 public bool IsKeyDown(KeyCode keyCode)
 {
     return(InputKeyboard == null ? false : InputKeyboard.IsKeyDown(keyCode));
 }
Beispiel #17
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 void Awake()
 {
     Instance = this;
 }