private IEnumerator WaitForInputDevice() { yield return(new WaitForSeconds(1f)); MasterInput.Terminate(); MasterInput.Initialize(); }
private void Awake() { InputActions = new MasterInput(); InputActions.Player.Look.performed += (value) => { Vector2 lookValue = value.ReadValue <Vector2>(); CameraPitch += -lookValue.y * LookSensitivity; if (CameraPitch < -90) { CameraPitch = -90; } if (CameraPitch > 90) { CameraPitch = 90; } PlayerCamera.transform.localEulerAngles = new Vector3(CameraPitch, 0, 0); transform.eulerAngles += new Vector3(0, lookValue.x * LookSensitivity, 0); }; InputActions.Player.Strafe.performed += (value) => { StrafeValue = value.ReadValue <Vector2>(); }; InputActions.Player.Strafe.canceled += (value) => { StrafeValue = value.ReadValue <Vector2>(); }; InputActions.Player.Jump.performed += (value) => { Rigidbody.velocity = new Vector3(Rigidbody.velocity.x, JumpStrength, Rigidbody.velocity.z); }; }
private void HandleInput() { if (MasterInput.IsKeyPressed(Key.Escape)) { Exit(); } }
private void Awake() { controls = new MasterInput(); controls.PlayerControls.Move.performed += ctx => OnMove(ctx.ReadValue <Vector2>()); controls.PlayerControls.Move.canceled += ctx => OnStopMove(ctx.ReadValue <Vector2>()); controls.PlayerControls.Claw.started += ctx => OnEnteringClawMode(); }
void Start() { mInput = new MasterInput(); mInput.InGame.Interact.performed += HandleConfirm; mInput.Enable(); pHeldAction = GameObject.FindGameObjectWithTag("Player").GetComponent <HeldActions>(); bMgr = GameObject.Find("Field Objects").GetComponent <BucketManager>(); }
void Awake() { player = GetComponent <Player>(); mover = GetComponent <PlayerMove>(); swapper = GetComponent <SwapAnimal>(); input = GetComponent <PlayerInput>(); controls = new MasterInput(); }
// Start is called before the first frame update void Awake() { controls = new MasterInput(); controls.PlayerControls.Light.started += ctx => LightOn(); controls.PlayerControls.Light.canceled += ctx => LightOff(); controls.PlayerControls.MousePos.performed += ctx => AimMouse(ctx.ReadValue <Vector2>()); controls.PlayerControls.CursorMove.performed += ctx => AimJoystick(ctx.ReadValue <Vector2>()); }
void Start() { mInput = new MasterInput(); mInput.InGame.Interact.performed += HandleConfirm; mInput.Enable(); pipeAnimator = GameObject.Find("Pipe").GetComponent <Animator>(); BucketAnimator = Bucket.GetComponent <Animator>(); }
private void Awake() { camLookPoint = GameObject.Instantiate(new GameObject(), Vector3.zero, Quaternion.identity); m_input = new MasterInput(); m_input.PlayerMovement.ZoomIn.performed += ctx => m_cameraIsZoomed = true; m_input.PlayerMovement.ZoomOut.performed += ctx => m_cameraIsZoomed = false; }
// Start is called before the first frame update void Awake() { time = onDuration; controls = new MasterInput(); controls.PlayerControls.Light.started += ctx => LightOn(); controls.PlayerControls.Light.canceled += ctx => LightOff(); controls.PlayerControls.MousePos.performed += ctx => AimMouse(ctx.ReadValue <Vector2>());//Aim(ctx.ReadValue<Vector2>(), ControlType.MOUSE); controls.PlayerControls.CursorMove.performed += ctx => AimJoystick(ctx.ReadValue <Vector2>()); }
// Start is called before the first frame update void Awake() { controls = new MasterInput(); controls.PlayerControls.Sonar.performed += ctx => Scan(); foreach (GameObject ping in pings) { StartCoroutine(constantDraw(ping.transform.position, 7)); } }
private void Initialize() { m_masterInput = new MasterInput(); m_masterInput.Enable(); m_masterInput.Game.LayerCam.performed += ActivateLayer1; m_masterInput.Game.LayerCam1.performed += ActivateLayer2; m_masterInput.Game.LayerCam2.performed += ActivateLayer3; m_masterInput.Game.LayerCam3.performed += ActivateLayer4; m_masterInput.Game.LayerCam4.performed += ActivateLayer5; }
void Awake() { spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); thisTransform = gameObject.GetComponent <Transform>(); input = new MasterInput(); input.PlayerControls.MousePos.performed += ctx => TargetMouse(ctx.ReadValue <Vector2>()); input.PlayerControls.CursorMove.performed += ctx => GamepadMoveCursor(ctx.ReadValue <Vector2>()); input.PlayerControls.CursorMove.canceled += ctx => OnStopMove(); }
// Update is called once per frame void Update() { float[] waveData = new float[1024]; MasterInput.RetrieveWaveform(FilterType.Bypass, waveData); for (int i = 0; i < 1024; i++) { objects[i].position = new Vector3(objects[i].position.x, waveData[i], 0); } }
void Start() { pInput = new MasterInput(); //Hook into the Input System. pInput.InGame.Interact.performed += HandleConfirm; //Hook into the Confirm button config. pInput.Enable(); //Enable the Player Input. PlayerObject = GameObject.FindGameObjectWithTag("Player"); pHeldActions = PlayerObject.GetComponent <HeldActions>(); rMgr = GameObject.FindGameObjectWithTag("ResourceScreen").GetComponent <ResourceManager>(); pActList = GameObject.FindGameObjectWithTag("Player").GetComponent <ActivityList>(); }
void Start() { BSODCountdown = Random.Range(90, 150); //Reset the countdown with a minimum of 3 minutes and a maximum of 10 minutes. screenAnimator = GameObject.Find("ScreenOverlay").GetComponent <Animator>(); pController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); rMgr = GameObject.Find("IndicatorScreen").GetComponent <ResourceManager>(); mInput = new MasterInput(); mInput.InGame.Interact.performed += HandleConfirm; mInput.Enable(); StartCoroutine(CountdownTick()); }
protected override void OnLoad(EventArgs e) { scene = new Scene("Scene"); LevelManager.activeScene = scene; GL.Enable(EnableCap.DepthTest); isCursorVisible = CursorVisible = false; VSync = VSyncMode.On; Camera.main = new Camera(Width / Height); imguiRenderer = new ImGuiRenderer("Assets/Shaders/imgui.glsl", Width, Height); GameObject lightGO = new GameObject("Light Source"); var light = new LightSource("Light", lightGO); lightGO.AddComponent(light); GameObject cubeGO = new GameObject("Cube"); var cube = new Cube("Assets/container.jpg", cubeGO); cube.Parent.getMatrix4X4() *= Matrix4x4.CreateScale(10, 0.1f, 10); cube.Parent.getMatrix4X4() *= Matrix4x4.CreateTranslation(0, -1f, 0); cubeGO.AddComponent(cube); var modelGO = new GameObject("Model"); /* modelGO.AddComponent(new Model("Assets/Mesh/Nanosuit/", "nanosuit.obj", modelGO)); * modelGO.GetComponent<Model>().Parent.getMatrix4X4() *= Matrix4x4.CreateTranslation(0, -1.75f, 0); * modelGO.GetComponent<Model>().Parent.getMatrix4X4() *= Matrix4x4.CreateScale(.2f, .2f, .2f); * modelGO.GetComponent<Model>().isRotating = true;*/ modelGO.AddComponent(new Model("Assets/Mesh/Sponza/", "sponza.obj", modelGO)); scene.Add(modelGO); scene.Add(cubeGO); scene.Add(lightGO); imguiInput = new ImGuiInput(); MouseDown += (sender, args) => MasterInput.MouseEvent(args); MouseUp += (sender, args) => MasterInput.MouseEvent(args); MouseMove += (sender, args) => MasterInput.MouseEvent(args); MouseWheel += (sender, args) => MasterInput.MouseEvent(args); presentationSource = AudioMaster.LoadSourceAndSound("Assets/Sound/bounce.wav"); presentationSource.SetPosition(Vector3.Zero); //RunSimulation(); base.OnLoad(e); }
void Start() { inputActions = new MasterInput(); //Set up the input configuration profile. inputActions.InGame.Character.performed += ctx => movementInput = ctx.ReadValue <Vector2>(); inputActions.InGame.Character.canceled += ctx => movementInput = Vector2.zero; inputActions.InGame.Interact.performed += HandleConfirm; inputActions.InGame.CloseGame.performed += HandleQuit; inputActions.Enable(); pAnimator = GetComponent <Animator>(); }
void Start() { mInput = new MasterInput(); mInput.UI_Menu.Confirm.performed += HandleConfirm; mInput.UI_Menu.Up.performed += HandleUp; mInput.UI_Menu.Down.performed += HandleDown; mInput.Enable(); TotalText = GameObject.Find("RunningTotal").GetComponent <Text>(); PlayRandomGameOverVO(GetComponent <AudioSource>()); TotalActions = GameObject.Find("RunningTotalToken").GetComponent <RunningTotalToken>().fullActions; //PSUEDO: Get the "Running Total" object and pull the list down from it. PopulateBill(); }
private void Awake() { GameController.Instance.inLevel = true; GameController.Instance.FreezeButtonPress(false); m_inputManager = new MasterInput(); m_inputManager.BasicKBM.LClick.performed += ctx => OnMouseLeftClick(); m_inputManager.BasicKBM.LClick.canceled += ctx => StopMouseLeftClick(); m_inputManager.BasicKBM.MousePos.performed += ctx => OnMousePos(ctx.ReadValue <Vector2>()); m_inputManager.BasicKBM.FingerTouch.performed += ctx => OnFingerPos(ctx); m_text = GetComponentInChildren <TMPro.TextMeshPro>(); initFadeOut(); m_frozen = false; }
protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); if (!Focused) { return; } Time.deltaTime = (float)e.Time; //inputState.Update(Keyboard.GetState()); MasterInput.Update(); AudioMaster.Update(); HandleInput(); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.Enable(EnableCap.DepthTest); CursorVisible = false; VSync = VSyncMode.On; Camera.main = new Camera(Width / Height); AudioMaster.Init(); imguiRenderer = new ImGuiRenderer("Assets/Shaders/imgui.glsl", Width, Height); scene = new Scene("Scene"); imguiInput = new ImGuiInput(); MasterInput.Init(); MouseDown += (sender, args) => MasterInput.MouseEvent(args); MouseUp += (sender, args) => MasterInput.MouseEvent(args); MouseMove += (sender, args) => MasterInput.MouseEvent(args); }
private void Awake() { if (GameController.Instance.stepController != null) { GameController.StepController().Reset(); } m_gridRef = GameObject.Find("Grid").GetComponent <TileGrid>(); if (m_gridRef == null) { Debug.LogError("No grid could be found in scene, wrong name in hierarchy maybe?"); } stepTime = 0; m_input = new MasterInput(); m_input.PlayerMovement.Move.performed += ctx => PreStep(new Vector2Int((int)ctx.ReadValue <Vector2>().x, (int)ctx.ReadValue <Vector2>().y));//Move(new Vector2Int((int)ctx.ReadValue<Vector2>().x, (int)ctx.ReadValue<Vector2>().y)); m_input.PlayerMovement.Idle.performed += ctx => PreStep(Vector2Int.zero); m_input.PlayerShoot.Direction.performed += ctx => SetShot(new Vector2Int((int)ctx.ReadValue <Vector2>().x, (int)ctx.ReadValue <Vector2>().y)); m_input.PlayerShoot.Mouse.performed += ctx => SetShot(DirectionFromMouse()); m_input.PlayerShoot.Undo.performed += ctx => UndoShot(); }
public InventoryActions(MasterInput wrapper) { m_Wrapper = wrapper; }
private void Awake() { controls = new MasterInput(); controls.PlayerControls.Repair.started += ctx => OnRepair(); }
void Start() { mInput = new MasterInput(); mInput.UI_Menu.Confirm.performed += HandleConfirm; mInput.Enable(); }
// Update is called once per frame void Update() { for (int i = 1024, j = 0; i < fakeSize; i++, j++) { lastsamples[j] = lastsamples[i]; } for (int i = 0, j = fakeSize - 1024; j < fakeSize; i++, j++) { lastsamples[j] = samples[i]; } MasterInput.RetrieveWaveform(FilterType.Bypass, samples); for (int i = 0; i < lastsamples.Length; i++) { freq[i] = new Complex(lastsamples[i], 0); } for (int i = 0; i < samples.Length; i++) { freq[lastsamples.Length + i] = new Complex(samples[i], 0); } for (int i = 0; i < samples.Length; i++) { Debug.DrawLine(new Vector3(i, 0), new Vector3(i, samples[i] * 20), Color.cyan); } FFT.CalculateFFT(freq, false); for (int i = 0; i < freq.Length / 2; i++) // plot only the first half { // multiply the magnitude of each value by 2 Debug.DrawLine(new Vector3(i, 200), new Vector3(i, 200 + (float)freq[i].magnitude * 200), Color.white); } List <FreqData> maximas = new List <FreqData>(); for (int i = imin; i < imax; i++) { if (freq[i].magnitude > noteThreshold) { if (freq[i].magnitude > freq[i - 1].magnitude && freq[i].magnitude > freq[i + 1].magnitude) { FreqData temp = new FreqData(); temp.location = i; temp.mag = freq[i].magnitude; maximas.Add(temp); } } } if (maximas.Count > 0) { maximas.Sort((s1, s2) => s1.mag.CompareTo(s2.mag)); float maxFreq = maximas[0].location * freqStep; int closest = (int)FreqToNumber(maxFreq); float closestFreq = NumberToFreq(closest); ColorHSV colorA = Colors[closest % 12], colorB; if (maxFreq - closestFreq > 0) { colorB = Colors[(closest + 1) % 12]; } else { colorB = Colors[(closest - 1) % 12]; } var mainModule = objectToColorChange.main; Color x = ColorHSV.Lerp(colorA, colorB, Mathf.Abs(maxFreq - closestFreq) / maxFreq).ToColor(); mainModule.startColor = x; } }
private void Awake() { controls = new MasterInput(); controls.PlayerControls.Dialogue.performed += ctx => DialougeSkip(); }
private void Awake() { m_controls = new MasterInput(); m_controls.Interact.Confirm.performed += ctx => DialougeSkip(); m_controls.Interact.Cancel.performed += ctx => EndDialog(); }
public PlayerActions(MasterInput wrapper) { m_Wrapper = wrapper; }