Beispiel #1
0
    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);
        };
    }
Beispiel #3
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 private void HandleInput()
 {
     if (MasterInput.IsKeyPressed(Key.Escape))
     {
         Exit();
     }
 }
Beispiel #4
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 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>();
 }
Beispiel #6
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 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>());
 }
Beispiel #8
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 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>());
 }
Beispiel #11
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    // 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;
 }
Beispiel #13
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    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();
    }
Beispiel #14
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    // 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);
        }
    }
Beispiel #15
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 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>();
 }
Beispiel #16
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 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());
 }
Beispiel #17
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        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);
        }
Beispiel #18
0
    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>();
    }
Beispiel #19
0
 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();
 }
Beispiel #20
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    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;
    }
Beispiel #21
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        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();
        }
Beispiel #22
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        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();
    }
Beispiel #24
0
 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();
 }
Beispiel #27
0
    // 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();
 }
Beispiel #30
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 public PlayerActions(MasterInput wrapper)
 {
     m_Wrapper = wrapper;
 }