Beispiel #1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (!hasAuthority)     //これがないと自身の操作を分別できない
        {
            LerpPosition();
        }
        else
        {
            inputHorizontal = MyInput.Direction().x;
            inputVertical   = MyInput.Direction().z;

            // カメラの方向から、X-Z平面の単位ベクトルを取得
            Vector3 cameraForward = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;

            // 方向キーの入力値とカメラの向きから、移動方向を決定
            Vector3 moveForward = cameraForward * inputVertical + Camera.main.transform.right * inputHorizontal;

            // 移動方向にスピードを掛ける。ジャンプや落下がある場合は、別途Y軸方向の速度ベクトルを足す。
            rb.velocity = moveForward * moveSpeed + new Vector3(0, rb.velocity.y, 0);

            // キャラクターの向きを進行方向に
            if (moveForward != Vector3.zero)
            {
                transform.rotation = Quaternion.LookRotation(moveForward);
            }

            CmdMove(rb.velocity, transform.rotation);
        }
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        words    = new string[6];
        words[1] = "「梅,你还在吗?」\n"
                   + "「不……嗯,我只是想和你说声谢谢」\n"
                   + "「这一天是我经历的最疯狂的一天,直至现在我还是很迷茫」\n"
                   + "「但至少还有你在不是吗」";
        words[2] = "「聊天机器人?不,不是这样的」\n"
                   + "「我明白,但是我是认真的,谢谢你」\n"
                   + "「我也不知道明天会发生什么,这一切到底是怎么回事,甚至不知道自己能不能活下来」\n"
                   + "「往前走吧,事情总会有所转机」";
        words[3] = "系统日志DL308700400001\n"
                   + "系统逻辑模块自检无异常\n"
                   + "【警告】数据库存在部分重要数据丢失\n"
                   + "网络连接中断,请求硬件设备接入唤醒子系统";
        words[4] = "基站状态:封锁 安全等级:优\n"
                   + "模拟对象捕获,情感学习模块正常运转中\n"
                   + "检测到情感阈值有较大起伏,请尽快提交自查报告【该消息已忽略】";

        str     = words[1];
        isPrint = true;

        myInput = camera.GetComponent <MyInput>();

        Debug.Log(str);
    }
 void OnGUI()
 {
     if (ShowInv)   //vykreslení inventáře
     {
         //_inventorySettings.DrawBackGround();
         _inventorySettings.DrawEmptyItems();
         _armorSettings.DrawEmptyItems();
         _inventorySettings.DrawFullItems();
         _armorSettings.DrawFullItems();
         if (InventorySettings.InventoryItemList.Any(s => s.Rect.Contains(MyInput.CurrentMousePosition())))
         {
             _inventorySettings.DrawOnHover();
         }
         if (ArmorSettings.ArmorItemList.Any(s => s.Rect.Contains(MyInput.CurrentMousePosition())))
         {
             _armorSettings.DrawOnHover();
         }
     }
     if (ShowDrop)  //vykreslení dropu
     {
         //_drop.DrawEmptyItems();
         _drop.DrawFullItems();
     }
     if (ShowInv)   //kvůli vykreslovacím vrstvám
     {
         _slotManagement.DrawMovingItem();
         _armorSettings.DrawItemInfo();
         _inventorySettings.DrawItemInfo();
         _slotManagement.DrawStacking();
     }
     if (ShowDrop)  //kvůli vykreslovacím vrstvám
     {
         _drop.DrawItemInfo();
     }
 }
Beispiel #4
0
    static void Postfix(PersonController __instance, ref Network_Player ___playerNetwork, ref Vector3 ___moveDirection)
    {
        if (sprintByDefault && !__instance.crouching && !isCrouching)
        {
            __instance.normalSpeed = defaultSprintSpeed;
            __instance.sprintSpeed = defaultNormalSpeed;
        }
        else
        {
            __instance.normalSpeed = defaultNormalSpeed;
            __instance.sprintSpeed = defaultSprintSpeed;
        }

        if (crouchIsToggle)
        {
            if (MyInput.GetButtonUp("Crouch"))
            {
                isCrouching = !isCrouching;
            }
            __instance.crouching = isCrouching;
            ___playerNetwork.Animator.anim.SetBool("Crouching", isCrouching);
            if (!MyInput.GetButton("Crouch") && isCrouching)
            {
                float speed = MyInput.GetButton("Sprint") ? __instance.sprintSpeed : __instance.normalSpeed;
                ___moveDirection /= speed * Stat_WellBeing.groundSpeedMultiplier;
            }
        }
    }
 protected virtual void Update()
 {
     if (MyInput.GetKeyDown(myKey) && isAtObject && !isTouch)
     {
         Action();
     }
 }
 void HandleYInput(float y_input)
 {
     if (y_input <= -.5f && drop_routine == null && cont.OverPlatform() && MyInput.GetButtonDown("Jump", jump_buffer))
     {
         if (cont.OverPlatform())
         {
             drop_routine = StartCoroutine(DropRoutine());
         }
         MyInput.ClearBuffer("Jump");
     }
     else if (drop_routine == null && player.can_move && MyInput.GetButtonDown("Drop"))
     {
         drop_routine = StartCoroutine(DropRoutine());
     }
     else if (player.can_move && MyInput.GetButtonDown("Jump", jump_buffer))
     {
         if (cont.collisions.below)
         {
             Jump(true);
         }
         else if (jumps_used < (player.jump_count - (grounded_jump_used ? 0 : 1)))
         {
             Jump(false);
         }
     }
 }
    public void PUpdate()
    {
        // WASDの入力
        float h = MyInput.GetAxis("Horizontal");
        float v = MyInput.GetAxis("Vertical");
        // Shiftの入力でスピードを変更
        float s = speed * (1 + MyInput.GetAxis("Dash"));
        // 移動方向の計算 単位ベクトル化
        Vector3 dir = Vector3.Normalize(transform.forward * v + transform.right * h);

        // コントローラーで移動
        controller.SimpleMove(dir * s);

        // マウス感度の調整
        float m = mouseSensi * 0.05f;
        // マイスの移動量か矢印キーの入力を取得
        float mX = MyInput.GetAxis("Mouse X") * m
                   + MyInput.GetAxis("LeftRight") * m * 400f * Time.deltaTime;
        float mY = MyInput.GetAxis("Mouse Y") * m
                   + MyInput.GetAxis("UpDown") * m * 400f * Time.deltaTime;

        // 体や首を回転
        rot = new Vector3(Mathf.Clamp(rot.x - mY, -80, 80), rot.y + mX, 0f);
        transform.eulerAngles = new Vector3(0, rot.y, 0);
        neck.localEulerAngles = new Vector3(rot.x, 0, 0);
    }
 private void StartPlayerInput()
 {
     currentInput = inputPlayer;
     justSwitched = true;
     //dialogueInput.enabled = false;
     //playerInput.enabled = true;
 }
Beispiel #9
0
    public override void Update(GunController gun)
    {
        // To fire state.
        if (MyInput.GetButtonDown("Fire1"))
        {
            if (gun.NBullets > 0)
            {
                gun.AddSecondaryState(new GunStateFire());
            }
            else
            {
                GameStats._MessageNotifier.PushFloatMessage("Out of bullet");
                GameStats._GunsManager.GetComponent <AudioSource>().PlayOneShot(gun.m_emptyFireSound);
            }
        }

        // End aim.
        if (MyInput.GetButtonUp("Fire2"))
        {
            if (gun.IsSecondaryState(this))
            {
                gun.RemoveSecondaryState();
            }
            else
            {
                gun.ChangeState(new GunStateIdle());
            }
        }
    }
Beispiel #10
0
    // Update is called once per frame
    void Update()
    {
        if (isOpen)
        {
            return;
        }

        UIController.ChangeChoice(MenuItems, choiceElement);

        if (MyInput.isButtonDown())
        {
            choiceElement -= (int)MyInput.direction().y;

            if (choiceElement < 0)
            {
                choiceElement = 0;
            }
            if (choiceElement >= MenuItems.Length)
            {
                choiceElement = MenuItems.Length - 1;
            }
        }

        if (Input.GetKeyDown(KeyCode.Return) && ItemWindows[choiceElement] != null)
        {
            ItemWindows[choiceElement].SetActive(true);

            isOpen = true;
        }

        if (Input.GetKeyDown(KeyCode.Backspace))
        {
            this.gameObject.SetActive(false);
        }
    }
Beispiel #11
0
        public static TileNeighborEnum InputToDirection(MyInput input)
        {
            switch (input)
            {
            case MyInput.DownLeft:
                return(TileNeighborEnum.DownLeft);

            case MyInput.DownRight:
                return(TileNeighborEnum.DownRight);

            case MyInput.Left:
                return(TileNeighborEnum.Left);

            case MyInput.Right:
                return(TileNeighborEnum.Right);

            case MyInput.UpLeft:
                return(TileNeighborEnum.UpLeft);

            case MyInput.UpRight:
                return(TileNeighborEnum.UpRight);

            default:
                throw new Exception("Input is not a direction!!!");
            }
            throw new Exception("Input is not a direction!!!");
        }
Beispiel #12
0
 public void Update()
 {
     if (ExtraSettingsAPI_Loaded && camera != null)
     {
         if (persistence.zoomMinimapIn != null && MyInput.GetButton(persistence.zoomMinimapIn))
         {
             ZoomMinimapIn();
         }
         if (persistence.zoomMinimapOut != null && MyInput.GetButton(persistence.zoomMinimapOut))
         {
             ZoomMinimapOut();
         }
         if (persistence.minimapDrag != null && MyInput.GetButtonDown(persistence.minimapDrag))
         {
             InitMinimapDrag(true);
         }
         if (persistence.minimapDrag != null && MyInput.GetButton(persistence.minimapDrag))
         {
             OnMinimapDrag();
         }
         if (persistence.minimapDrag != null && MyInput.GetButtonUp(persistence.minimapDrag))
         {
             InitMinimapDrag(false);
         }
         if (persistence.caveMode && camera != null)
         {
             var playerY = camera.transform.parent.position.y;
             camera.nearClipPlane = 300 - (playerY + CAVE_MODE_CLIP_TOP);
             camera.farClipPlane  = 300 + (-playerY + CAVE_MODE_CLIP_BOTTOM);
         }
     }
 }
 private void Update()
 {
     if (over != null && MyInput.GetButtonDown("Interact"))
     {
         over.Interact(player);
     }
 }
Beispiel #14
0
    public override MyInput GetInput(GameState gs)
    {
        MyInput tmpInput = new MyInput(input.GetCoup(), input.GetDeplacement());

        input.Reset();
        return(tmpInput);
    }
Beispiel #15
0
    public static int myDll(ref MyInput myInput, ref MyOutput myOutput)
    {
        int    sizeIn, sizeOut;
        IntPtr ptr_i = IntPtr.Zero, ptr_u = IntPtr.Zero;

        sizeIn  = Marshal.SizeOf(typeof(myInput));
        sizeOut = Marshal.SizeOf(typeof(myOutput));
        /* Calling C */
        try
        {
            ptr_i = Marshal.AllocHGlobal(sizeIn);
            ptr_u = Marshal.AllocHGlobal(sizeOut);
            Marshal.StructureToPtr(myInput, ptr_i, true);
            Marshal.StructureToPtr(myOutput, ptr_u, true);
            dllFunc(ptr_i, ptr_u);
            myOutput = (MyOutput)(Marshal.PtrToStructure(ptr_u, typeof(MyOutput)));
        }
        catch (Exception)
        {
            //Return something meaningful (or not)
            return(-999);
        }
        finally
        {
            //Free memory
            Marshal.FreeHGlobal(ptr_i);
            Marshal.FreeHGlobal(ptr_u);
        }
        //Return something to indicate it all went well
        return(0);
    }
Beispiel #16
0
        public void Input_Initialization()
        {   //Test the base input with everything assigned
            MyInput input = new MyInput
            {
                name     = "TestInput",
                axisName = "Horizontal"
            };

            input.UpdateInput();

            Debug.Assert(input.GetValue == 0);
            Debug.Assert(input.PressedThisFrame());

            //Test the base input without assigning an axis
            MyInput input2 = new MyInput
            {
                name = "Horizontal"
            };

            Debug.Assert(input2.axisName == "NULL");

            input2.UpdateInput();

            Debug.Assert(input2.GetValue == 0);
            Debug.Assert(input2.PressedThisFrame());
        }
Beispiel #17
0
 public void InputManager_Test()
 {
     MyInput[] inputs = new MyInput[3];
     inputs[0] = new MyInput
     {
         name = "Forward"
     };
     inputs[1] = new MyInput
     {
         name = "Jump"
     };
     inputs[2] = new MyInput
     {
         name = "Crouch"
     };
     //Manually assign the inputs
     InputManager.inputs = inputs;
     //Valid Test for Input
     Debug.Assert(InputManager.GetInput("Forward") == 0);
     //Test invalid input
     LogAssert.Expect(LogType.Error, "Invalid input name: NotAnInput");
     Debug.Assert(InputManager.GetInput("NotAnInput") == 0);
     //Test another input
     Debug.Assert(InputManager.GetInput("Crouch") == 0);
     //Valid input test
     Debug.Assert(InputManager.NewInput("Jump") == 0);
     //Test invalid input
     LogAssert.Expect(LogType.Error, "Invalid input name: NotAnInput");
     Debug.Assert(InputManager.NewInput("NotAnInput") == 0);
 }
Beispiel #18
0
    public override void Update(GunController gun)
    {
        m_currPlayingFire = gun.m_gunAnimator.GetCurrentAnimatorStateInfo(0).IsName("fire");

        // To aim state.
        if (MyInput.GetButtonDown("Fire2"))
        {
            if (gun.IsSecondaryState(this))
            {
                gun.ChangeState(new GunStateAim());
            }
            else
            {
                gun.AddSecondaryState(new GunStateAim());
            }
        }

        // End fire.
        if (
            ((gun.m_fireMode != FireMode.Launcher) && MyInput.GetButtonUp("Fire1")) ||
            ((gun.m_fireMode == FireMode.Launcher) && m_prevPlayingFire && !m_currPlayingFire)
            )
        {
            if (gun.IsSecondaryState(this))
            {
                gun.RemoveSecondaryState();
            }
            else
            {
                gun.ChangeState(new GunStateIdle());
            }
        }

        m_prevPlayingFire = m_currPlayingFire;
    }
Beispiel #19
0
    public Task RunInputQuery()
    {
        var field = new Query().GetField("inputQuery");

        var userContext = new GraphQlUserContext();

        FluentValidationExtensions.AddCacheToContext(
            userContext,
            ValidatorCacheBuilder.Instance);

        var input = new MyInput
        {
            Content = "TheContent"
        };
        var dictionary   = input.AsDictionary();
        var fieldContext = new ResolveFieldContext
        {
            Arguments = new Dictionary <string, object>
            {
                {
                    "input", dictionary
                }
            },
            UserContext = userContext
        };
        var result = (Result)field.Resolver.Resolve(fieldContext);

        return(Verify(result));
    }
    public void OnRespawn()
    {
        CmdOnRespawn();

        MyInput.Unlock();
        GameStats._EndGameMenu.Disable();
    }
Beispiel #21
0
    private void Action() //장착된 무기의 action을 실행
    {
        if (!PlayManager.Instance.Player.equip.equipedWeapon.onAttack)
        {
            if (isDashing)
            {
                if (SaveManager.GetSkillUnlockInfo(2))
                {
                    PlayManager.Instance.Player.equip.equipedWeapon.DashAttack(atkBuff, attackSpd);
                    StartCoroutine(DashAttacking());
                }

                return;
            }
            else if (MyInput.GetKey(MyKeyCode.Down) && !IsGround && !isJumpSkillUsing)
            {
                if (SaveManager.GetSkillUnlockInfo(1))
                {
                    PlayManager.Instance.Player.equip.equipedWeapon.JumpSkillAction(atkBuff, attackSpd);
                }

                return;
            }
            else
            {
                if (PlayManager.Instance.Player.equip.equipedWeapon.atkCooltime <= 0f)
                {
                    PlayManager.Instance.Player.equip.equipedWeapon.Action(atkBuff, attackSpd);
                }
            }
        }
    }
Beispiel #22
0
    void CalculateMoveDirection()
    {
        MoveDirection = new Vector3(0.0f, MoveDirection.y, 0.0f);

        // Walk.
        Vector3 dir = new Vector3(MyInput.GetAxis("Horizontal"), 0.0f, MyInput.GetAxis("Vertical"));

        dir   = m_target.transform.TransformDirection(dir);
        dir.y = 0.0f;

        if (MyInput.GetButton("Sprint"))
        {
            dir *= m_runSpeed;
        }
        else
        {
            dir *= m_walkSpeed;
        }

        MoveDirection += dir;

        // Jump.
        if (m_target.isGrounded && MyInput.GetButtonDown("Jump"))
        {
            ChangeState(new FPSCharacterStateJump());
        }

        // Character controller don't have gravity support, so apply it here.
        MoveDirection = new Vector3(
            MoveDirection.x,
            MoveDirection.y - m_jumpSpeed * Time.deltaTime,
            MoveDirection.z
            );
    }
Beispiel #23
0
 public void NewInput(object sender, NewInputEventArgs e)
 {
     if (e.NewInput != MyInput.UNASSIGNED)
     {
         CurrentInput = e.NewInput;
     }
 }
        private Vector2 GetRawMoveVector()
        {
            Vector2 move = Vector2.zero;

            move.x = MyInput.GetAxisRaw(m_HorizontalAxis);
            move.y = MyInput.GetAxisRaw(m_VerticalAxis);

            if (MyInput.GetButtonDown(m_HorizontalAxis))
            {
                if (move.x < 0)
                {
                    move.x = -1f;
                }
                if (move.x > 0)
                {
                    move.x = 1f;
                }
            }
            if (MyInput.GetButtonDown(m_VerticalAxis))
            {
                if (move.y < 0)
                {
                    move.y = -1f;
                }
                if (move.y > 0)
                {
                    move.y = 1f;
                }
            }
            return(move);
        }
Beispiel #25
0
    void ApplyInputCoup(MyInput input)
    {
        switch (input.GetCoup())
        {
        case MyInput.Coup.NOTHING:
            etat = Etat.IDLE;
            break;

        case MyInput.Coup.PUNCH:
            etat = Etat.PUNCH_START;
            break;

        case MyInput.Coup.KICK:
            etat = Etat.KICK_START;
            break;

        case MyInput.Coup.UPPERCUT:
            etat = Etat.UPPERCUT_START;
            break;

        case MyInput.Coup.PROTECT:
            etat = Etat.PROTECT;
            break;
        }
    }
Beispiel #26
0
    // Update is called once per frame
    public void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        if (player.isDead)
        {
            if (!player.pointFlag)
            {
                player.CmdAddPoint(player.EnemyTeam(), 5);
                player.pointFlag = true;
            }
            player.DeadTime();
        }

        if (player.isChange)
        {
            player.ChangeType((int)player.Type);
            return;
        }


        if (MyInput.OnTrigger() && trapId != "")
        {
            trapPrefab.GetComponent <Trap>().ID = trapId;
            trapPrefab.GetComponent <Trap>().SetPlayerTeamInfo(player.team);
            Instantiate(trapPrefab, new Vector3(transform.position.x + -player.moveForward.x, -0.5f, transform.position.z + -player.moveForward.z), Quaternion.identity);

            ClearTrapInfo();
        }
    }
Beispiel #27
0
    public override void Load()
    {
        path = Application.persistentDataPath + "\\" + filePath;

        // On récupère notre QTable si elle existe déjà
        try
        {
            BinaryFormatter formatter = new BinaryFormatter();
            Stream          stream    = File.Open(path, FileMode.Open, FileAccess.Read, FileShare.Read);
            qTable = (QTable)formatter.Deserialize(stream);
            stream.Close();
            stream.Dispose();

            // Si elle n'existe pas, on l'initialise :)
        } catch (Exception e) {
            Debug.LogError(e.Message);
            // Initialiser la QTable
            qTable = new QTable();
            foreach (GameState gs in GameState.AllStates())
            {
                foreach (MyInput input in MyInput.AllInputs())
                {
                    qTable.table.Add(new QValue(gs, input));
                }
            }
        }
        Debug.Log("Taille de la QTable = " + qTable.table.Count);
    }
    void HandleCameraMovement()
    {
        Vector3 cameraAdjustmentVector;

        // On PC, the cursor point is the mouse position
        var cursorScreenPosition = MyInput.GetMousePosition();

        var halfWidth  = Screen.width / 2.0f;
        var halfHeight = Screen.height / 2.0f;
        var maxHalf    = Mathf.Max(halfWidth, halfHeight);

        // Acquire the relative screen position
        var posRel = cursorScreenPosition - new Vector3(halfWidth, halfHeight, cursorScreenPosition.z);

        posRel.x /= maxHalf;
        posRel.y /= maxHalf;

        cameraAdjustmentVector   = posRel.x * m_screenMovementRight + posRel.y * m_screenMovementForward;
        cameraAdjustmentVector.y = 0.0f;

        // Set the target position of the camera to point at the focus point
        var cameraTargetPosition = transform.position + m_cameraOffsetToPlayer + cameraAdjustmentVector * m_cameraPreview;

        // Apply some smoothing to the camera movement
        m_cameraTransform.position = Vector3.SmoothDamp(
            m_cameraTransform.position,
            cameraTargetPosition,
            ref m_cameraVelocity,
            m_cameraSmoothing);
    }
Beispiel #29
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (isUsingLadder)
        {
            if (MyInput.GetKey(MyKeyCode.Right))
            {
                Move(Direction.right);
            }
            if (MyInput.GetKey(MyKeyCode.Left))
            {
                Move(Direction.left);
            }
            if (MyInput.GetKey(MyKeyCode.Up))
            {
                UpLadder();
            }
            if (MyInput.GetKey(MyKeyCode.Down))
            {
                DownLadder();
            }

            if (MyInput.GetKeyUp(MyKeyCode.Up))
            {
                PlayManager.Instance.Player.IsLadderAction = false;
            }
            if (MyInput.GetKeyUp(MyKeyCode.Down))
            {
                PlayManager.Instance.Player.IsLadderAction = false;
            }
        }
    }
Beispiel #30
0
        static void Main(string[] args)
        {
            MyInput myInput = new MyInput();
            IntPtr  dataPtr = Marshal.AllocHGlobal(Marshal.SizeOf(myInput));

            Marshal.StructureToPtr(myInput, dataPtr, true);
            myFunction(dataPtr);
        }
Beispiel #31
0
 internal void SetActiveScript(MyInput.Keyboard_Classes.KeyProcessor kp)
 {
     ScriptName = kp.getscript();
     this.iop = mfm.iop;
 }
Beispiel #32
0
 internal void SetActiveLayout(MyInput.Keyboard_Classes.KeyboardLayout kl)
 {
     
 }