// Update is called once per frame
        void Update()
        {
            //get player input for motion
            Vector3 motionInput = Sinput.GetVector("Horizontal", "", "Vertical", playerSlot);

            //we want to move like, three times as much as this
            motionInput *= 3f;

            //gravity
            yMotion      -= Time.deltaTime * 10f;
            motionInput.y = yMotion;

            //move our character controller now
            characterController.Move(motionInput * Time.deltaTime);

            if (characterController.isGrounded)
            {
                yMotion = -0.05f;

                if (Sinput.GetButtonDown("Jump", playerSlot))
                {
                    yMotion = 5f;
                }
            }
        }
    void Move(float lh, float lv)
    {
        if (inMenu == false)
        {
            movement.Set(lh, 0f, lv);
            movement   = Camera.main.transform.TransformDirection(movement);
            movement.y = 0f;

            if (Sinput.GetButtonDown("Jump") && isGrounded)
            {
                Jump();
            }

            myRB.AddForce(movement * speed);

            if (lh != 0f || lv != 0f)
            {
                Rotating(lh, lv);
            }
            if (myRB.velocity.magnitude > maxSpeed)
            {
                myRB.velocity = myRB.velocity.normalized * maxSpeed;
            }
        }
    }
Beispiel #3
0
    public void HandleLeftRightMovement()
    {
        hInput = Sinput.GetAxisRaw("Horizontal");

        spriteRenderer.flipX = hInput != 0 ? hInput < 0 : spriteRenderer.flipX;
        //this sorta weird setup  means that the player can still MOVE really fast (if propelled by external forces)
        //its just that he cant go super fast just by player input alone

        //force should be clamped so it doesnt let velocity extend past currentSpeed
        var force = accel * hInput * Time.deltaTime * 100;

        force = Mathf.Clamp(force + velocity.x, -currentSpeed, currentSpeed) - velocity.x;

        //basically making sure the adjusted force of the input doesn't act against the input itself
        if (Mathf.Sign(force) == Mathf.Sign(hInput))
        {
            velocity.x += force;
        }


        if (Mathf.Abs(hInput) < 0.01f)
        {
            velocity.x *= 0.8f;
        }
    }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        fsm.Update();

        if (this.combo > 1)
        {
            comboKillTimer -= Time.deltaTime;
            //this.comboMeter.fillAmount = MathUtil.Map(this.comboKillTimer, this.comboKillTime, 0, 0, 1);
            if (comboKillTimer <= 0)
            {
                //this.DecrementCombo();
                comboKillTimer = comboKillTime;
            }
        }
        if (GameManager.instance.paused)
        {
            Time.timeScale = 0;
        }
        else
        {
            Time.timeScale = 1;
        }
        if (Sinput.GetButtonDown("Pause"))
        {
            GameManager.instance.pausedForPauseScreen = !GameManager.instance.pausedForPauseScreen;
            GameManager.instance.paused = !GameManager.instance.paused;
        }
        if (Sinput.GetButtonDown("Restart"))
        {
            SceneManager.LoadSceneAsync(0);
        }
    }
Beispiel #5
0
    // Update is called once per frame
    void Update()
    {
        if (Sinput.GetButtonDownRepeating("Up"))
        {
            //highlight item above
            currentMenuItem.highlighted = false;
            currentMenuItem             = currentMenuItem.itemAbove;
            currentMenuItem.highlighted = true;
        }
        if (Sinput.GetButtonDownRepeating("Down"))
        {
            //highlight item below
            currentMenuItem.highlighted = false;
            currentMenuItem             = currentMenuItem.itemBelow;
            currentMenuItem.highlighted = true;
        }
        if (Sinput.GetButtonDown("Submit"))
        {
            //select this item
            currentMenuItem.Select();
            Sinput.ResetInputs();
        }

        cam.position = Vector3.Lerp(cam.position, currentMenuItem.camTargetPos.position, Time.deltaTime * 4f);
        cam.rotation = Quaternion.Slerp(cam.rotation, currentMenuItem.camTargetPos.rotation, Time.deltaTime * 4f);

        cursor.position = currentMenuItem.cursorTarget.position;
    }
Beispiel #6
0
 public bool ButtonCheck(ButtonAction bAction, InputDeviceSlot slot)
 {
     if (bAction == ButtonAction.DOWN && Sinput.GetButtonDown(positiveControl, slot))
     {
         return(true);
     }
     if (bAction == ButtonAction.DOWN && Sinput.GetButtonDown(negativeControl, slot))
     {
         return(true);
     }
     if (bAction == ButtonAction.HELD && Sinput.GetButton(positiveControl, slot))
     {
         return(true);
     }
     if (bAction == ButtonAction.HELD && Sinput.GetButton(negativeControl, slot))
     {
         return(true);
     }
     if (bAction == ButtonAction.UP && Sinput.GetButtonUp(positiveControl, slot))
     {
         return(true);
     }
     if (bAction == ButtonAction.UP && Sinput.GetButtonUp(negativeControl, slot))
     {
         return(true);
     }
     return(false);
 }
Beispiel #7
0
        private bool ButtonCheck(string controlname, ButtonAction bAction)
        {
            Sinput.SinputUpdate();

            for (int i = 0; i < joystickIndeces.Count; i++)
            {
                if (bAction == ButtonAction.DOWN && Sinput.GetButtonDown(controlname, (InputDeviceSlot)joystickIndeces[i]))
                {
                    return(true);
                }
                if (bAction == ButtonAction.HELD && Sinput.GetButton(controlname, (InputDeviceSlot)joystickIndeces[i]))
                {
                    return(true);
                }
                if (bAction == ButtonAction.UP && Sinput.GetButtonUp(controlname, (InputDeviceSlot)joystickIndeces[i]))
                {
                    return(true);
                }
                if (bAction == ButtonAction.REPEATING && Sinput.GetButtonDownRepeating(controlname, (InputDeviceSlot)joystickIndeces[i]))
                {
                    return(true);
                }
            }


            return(false);
        }
Beispiel #8
0
        public override void Process()
        {
            bool usedEvent = SendUpdateEventToSelectedObject();

            m_InputDeviceSlot = (InputDeviceSlot)Enum.Parse(typeof(InputDeviceSlot), m_InputSlotter);

            if (eventSystem.sendNavigationEvents)
            {
                if (!usedEvent)
                {
                    usedEvent |= SendMoveEventToSelectedObject();
                }

                if (!usedEvent)
                {
                    //SendSubmitEventToSelectedObject();
                    if (SendSubmitEventToSelectedObject())
                    {
                        Sinput.ResetInputs();
                    }
                }
            }

            ProcessMouseEvent();
        }
Beispiel #9
0
        private float AxisCheck(string controlname, bool getRawValue = false)
        {
            Sinput.SinputUpdate();

            float returnV = 0f;
            float v       = 0f;

            for (int i = 0; i < joystickIndeces.Count; i++)
            {
                if (!getRawValue)
                {
                    v = Sinput.GetAxis(controlname, (InputDeviceSlot)joystickIndeces[i]);
                }
                else
                {
                    v = Sinput.GetAxisRaw(controlname, (InputDeviceSlot)joystickIndeces[i]);
                }
                if (Mathf.Abs(v) > Mathf.Abs(returnV))
                {
                    returnV = v;
                }
            }


            return(returnV);
        }
Beispiel #10
0
        void Init()
        {
            //Debug.Log("Loading Default controls");

            /*Sinput.LoadControlScheme("MainControlScheme", false);
             * controlsDefaults = Sinput.controls;
             *
             * //Debug.Log("loading controls with saved data");
             * Sinput.LoadControlScheme("MainControlScheme", true);
             * controls = Sinput.controls;*/


            Sinput.LoadControlScheme("MainControlScheme", false);
            Control[] sinputControls = Sinput.controls;
            controlsDefaults = new Control[sinputControls.Length];
            for (int i = 0; i < sinputControls.Length; i++)
            {
                controlsDefaults[i] = new Control(sinputControls[i].name);
                for (int k = 0; k < sinputControls[i].commonMappings.Count; k++)
                {
                    controlsDefaults[i].commonMappings.Add(sinputControls[i].commonMappings[k]);
                }

                controlsDefaults[i].inputs = new List <DeviceInput>();
                for (int k = 0; k < sinputControls[i].inputs.Count; k++)
                {
                    controlsDefaults[i].inputs.Add(sinputControls[i].inputs[k]);
                }
            }

            //Debug.Log("loading controls with saved data");
            Sinput.LoadControlScheme("MainControlScheme", true);
            sinputControls = Sinput.controls;
            controls       = new Control[sinputControls.Length];
            for (int i = 0; i < sinputControls.Length; i++)
            {
                controls[i] = new Control(sinputControls[i].name);
                for (int k = 0; k < sinputControls[i].commonMappings.Count; k++)
                {
                    controls[i].commonMappings.Add(sinputControls[i].commonMappings[k]);
                }

                controls[i].inputs = new List <DeviceInput>();
                for (int k = 0; k < sinputControls[i].inputs.Count; k++)
                {
                    controls[i].inputs.Add(sinputControls[i].inputs[k]);
                }
            }



            recordedPads = Sinput.gamepads;

            //Debug.Log("It should be over?");



            BuildRebindingPanels();
        }
    void FixedUpdate()
    {
        float lh = Sinput.GetAxisRaw("Horizontal");
        float lv = Sinput.GetAxisRaw("Vertical");

        Move(lh, lv);

        FlashlightBob();
    }
Beispiel #12
0
 public static bool IsValidKey()
 {
     return(Input.GetMouseButtonDown(0) || Sinput.GetButtonDown(GetInputName(InputButton.A)) ||
            Sinput.GetButtonDown(GetInputName(InputButton.B)) || Sinput.GetButtonDown(GetInputName(InputButton.X)) ||
            Sinput.GetButtonDown(GetInputName(InputButton.Y)) || Sinput.GetButtonDown(GetInputName(InputButton.DPadLeft)) ||
            Sinput.GetButtonDown(GetInputName(InputButton.DPadRight)) || Sinput.GetButtonDown(GetInputName(InputButton.DPadDown)) ||
            Sinput.GetButtonDown(GetInputName(InputButton.DPadUp)) || Sinput.GetButtonDown("LB") ||
            Sinput.GetButtonDown("RB"));
 }
Beispiel #13
0
    public void Ground_Update()
    {
        PlayerAnim currentAnim = PlayerAnim.Idle;

        if (hInput != 0)
        {
            currentAnim = this.objectBeingCarried ? PlayerAnim.Carry_Walk : PlayerAnim.Walk;
        }
        else
        {
            currentAnim = this.objectBeingCarried ? PlayerAnim.Carry_Idle : PlayerAnim.Idle;
        }

        if (!animator.IsPlaying(animations[currentAnim]))
        {
            PlayAnim(currentAnim);
        }
        //END ANIMATION STUFF

        if (objectBeingCarried)
        {
            HandleObjectThrow();
        }
        else
        {
            CheckGrabs();
        }

        this.currentSpeed = this.speed;

        if (Sinput.GetButtonDown("Jump"))
        {
            SfxManager.instance.PlaySound(SoundType.JUMP);
            Squash(0.05f).Then(() => {
                Stretch();
                velocity.y = jumpSpeed;
            });
        }
        if (Sinput.GetButtonDown("Down"))
        {
            if (groundCollider.CompareTag("OneWay"))
            {
                transform.position += Vector3.down * 0.5f;
            }
        }

        this.currentGravityModifier = this.gravityModifier;

        //STATE CHANGES
        if (!grounded)
        {
            fsm.ChangeState(PlayerState.Air);
        }

        HandleLeftRightMovement();
    }
Beispiel #14
0
 public void Update()
 {
     foreach (var inputNameToCheckFor in INPUT_NAMES_TO_CHECK_FOR)
     {
         if (Sinput.GetButtonDown(inputNameToCheckFor, _playerData.InputDeviceSlot))
         {
             InvokeInputPressed(inputNameToCheckFor);
         }
     }
 }
Beispiel #15
0
    public void Air_Update()
    {
        if (this.velocity.y > 0)
        {
            PlayAnim(this.objectBeingCarried ? PlayerAnim.Carry_Jump : PlayerAnim.Jump);
        }
        else
        {
            PlayAnim(this.objectBeingCarried ? PlayerAnim.Carry_Fall : PlayerAnim.Fall);
        }

        if (Sinput.GetButtonUp("Jump"))
        {
            velocity.y *= 0.5f;
        }

        if (velocity.y > 0)
        {
            this.currentGravityModifier = this.gravityModifier;
        }
        else
        {
            this.currentGravityModifier = this.fallGravityModifier;
        }

        if (grounded)
        {
            fsm.ChangeState(PlayerState.Ground);
        }
        if (Sinput.GetButtonDown("Jump") && !doubleJumped)
        {
            doubleJumped = true;
            SfxManager.instance.PlaySound(SoundType.JUMP);
            Stretch();
            velocity.y = jumpSpeed;
        }

        if (Sinput.GetButtonDown("Down") && objectBeingCarried && objectBeingCarried.GetComponent <Slime>())
        {
            objectBeingCarried.transform.parent    = null;
            objectBeingCarried.transform.position += Vector3.down * (spriteRenderer.bounds.size.y);

            objectBeingCarried.Throw(0);
            objectBeingCarried = null;
            objectToGrab       = null;
        }


        HandleLeftRightMovement();
        HandleObjectThrow();
        if (!objectBeingCarried)
        {
            CheckGrabs();
        }
    }
Beispiel #16
0
 public void HandleObjectThrow()
 {
     if (!objectBeingCarried)
     {
         return;
     }
     if (Sinput.GetButtonDown("Grab"))
     {
         fsm.ChangeState(PlayerState.Throwing);
     }
 }
Beispiel #17
0
    void move()
    {
        float horizontal, vertical;

        horizontal = Sinput.GetAxis("Horizontal", slot);
        vertical   = Sinput.GetAxis("Vertical", slot);
        if (Mathf.Abs(horizontal) >= moveInputThreshhold || Mathf.Abs(vertical) >= moveInputThreshhold)
        {
            playerMovement.move(Sinput.GetAxis("Horizontal", slot), Sinput.GetAxis("Vertical", slot));
        }
    }
Beispiel #18
0
    private void InitializeMouseSensitivity()
    {
        // this is a really janky way to set the mouse sensitivity to .2f by default to balance out the controller input
        if (!PlayerPrefs.HasKey("OneTimeRun.MouseSensitivity"))
        {
            Sinput.LoadControlScheme("MainControlScheme", true); // need to load it before we can save it

            Sinput.mouseSensitivity = .2f;                       // initialize it once
            SinputSystems.SinputFileIO.SaveControls(Sinput.controls, Sinput.controlSchemeName);
            PlayerPrefs.SetString("OneTimeRun.MouseSensitivity", "done");
        }
    }
Beispiel #19
0
        // Update is called once per frame
        void Update()
        {
            SinputSystems.InputDeviceSlot slot = Sinput.GetSlotPress("Join");

            if (slot != SinputSystems.InputDeviceSlot.any)
            {
                GameObject newPlayer = (GameObject)GameObject.Instantiate(playerPrefab);
                newPlayer.transform.position = new Vector3(Random.Range(-4f, 4f), 3f, Random.Range(-4f, 4f));

                newPlayer.GetComponent <MultiplayerPlayer>().playerSlot = slot;
            }
        }
 public static void SetVirtualAxis(string virtualInputName, float newAxisValue)
 {
     Sinput.SinputUpdate();             //make sure sinput is set up, so any bound virtual inputs have been instantiated
     for (int i = 0; i < inputs.Count; i++)
     {
         if (inputs[i].name == virtualInputName)
         {
             inputs[i].SetAxisValue(newAxisValue);
             return;
         }
     }
     Debug.Log("Virtual input \"" + virtualInputName + "\" not found.");
 }
 public static void SetDeltaPreference(string virtualInputName, bool preferFrameDelta)
 {
     Sinput.SinputUpdate();             //make sure sinput is set up, so any bound virtual inputs have been instantiated
     for (int i = 0; i < inputs.Count; i++)
     {
         if (inputs[i].name == virtualInputName)
         {
             inputs[i].preferDeltaUse = preferFrameDelta;
             return;
         }
     }
     Debug.Log("Virtual input \"" + virtualInputName + "\" not found.");
 }
 public static void SetVirtualButtonHeld(string virtualInputName, bool held)
 {
     Sinput.SinputUpdate();             //make sure sinput is set up, so any bound virtual inputs have been instantiated
     for (int i = 0; i < inputs.Count; i++)
     {
         if (inputs[i].name == virtualInputName)
         {
             inputs[i].UpdateButtonState(held);
             return;
         }
     }
     Debug.Log("Virtual input \"" + virtualInputName + "\" not found.");
 }
Beispiel #23
0
    private IEnumerator ButtonHighlight(InputManager.InputButton btn)
    {
        Image btnImage = GetBtnImage(btn);

        btnImage.color = btnColors.buttonColorsList.Find(bt => bt.button == btn).color;

        yield return(new WaitWhile(() => Sinput.GetButton(InputManager.GetInputName(btn))));

        while (Vector4.Distance(btnImage.color, Color.white) > 0.05f)
        {
            btnImage.color = Color.Lerp(btnImage.color, Color.white, Time.deltaTime * 2f);

            yield return(null);
        }
    }
Beispiel #24
0
 private void Update()
 {
     if (Sinput.GetButtonDown("Menu"))
     {
         // then toggle pause!
         isPaused = !isPaused;
         if (isPaused)
         {
             PauseGame();
         }
         else
         {
             ResumeGame();
         }
     }
 }
Beispiel #25
0
        private void AddGamepadInput(CommonXRInputs gamepadButtonOrAxis, bool isNewBinding)
        {
            Sinput.CheckGamepads();

            if (isNewBinding)
            {
                commonXRMappings.Add(gamepadButtonOrAxis);
            }
            List <DeviceInput> applicableMapInputs = CommonGamepadMappings.GetApplicableMaps(CommonGamepadInputs.NOBUTTON, gamepadButtonOrAxis, Sinput.gamepads);

            for (int i = 0; i < applicableMapInputs.Count; i++)
            {
                applicableMapInputs[i].commonMappingType = CommonGamepadInputs.NOBUTTON;
            }

            AddGamepadInputs(applicableMapInputs);
        }
Beispiel #26
0
    // Update is called once per frame
    private void Update()
    {
        if (m_pauseMenu != null && m_pauseMenu.isActiveAndEnabled)
        {
            return;
        }

        float   deltaTime  = Time.deltaTime;
        Vector3 pos        = transform.position;
        float   cameraSize = m_camera.orthographicSize;

        if (Sinput.GetButtonRaw("Left"))
        {
            pos.x -= m_moveSensitivity * deltaTime;
        }
        if (Sinput.GetButtonRaw("Right"))
        {
            pos.x += m_moveSensitivity * deltaTime;
        }
        if (Sinput.GetButtonRaw("Up"))
        {
            pos.y += m_moveSensitivity * deltaTime;
        }
        if (Sinput.GetButtonRaw("Down"))
        {
            pos.y -= m_moveSensitivity * deltaTime;
        }
        if (Sinput.GetButtonRaw("ZoomIn"))
        {
            cameraSize -= m_zoomSensitivity * deltaTime;
        }
        if (Sinput.GetButtonRaw("ZoomOut"))
        {
            cameraSize += m_zoomSensitivity * deltaTime;
        }

        cameraSize = Mathf.Clamp(cameraSize, 10, 75);
        pos.x      = Mathf.Clamp(pos.x, -m_cameraBounds + cameraSize, m_cameraBounds - cameraSize);
        pos.y      = Mathf.Clamp(pos.y, -m_cameraBounds + cameraSize, m_cameraBounds - cameraSize);

        transform.position        = pos;
        m_camera.orthographicSize = cameraSize;
    }
Beispiel #27
0
    private IEnumerator CheckPress()
    {
        while (Sinput.GetButton(_button))
        {
            if (Sinput.GetButtonDown("RB"))
            {
                _audioSource.pitch += 0.1f;
            }

            if (Sinput.GetButtonDown("LB"))
            {
                _audioSource.pitch -= 0.1f;
            }

            yield return(null);
        }

        Destroy(gameObject);
    }
Beispiel #28
0
    private void Update()
    {
        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.DPadLeft)))
        {
            CoroutineThing(InputManager.InputButton.DPadLeft, ref _dpadleftCoroutine);
        }

        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.DPadRight)))
        {
            CoroutineThing(InputManager.InputButton.DPadRight, ref _dpadrightCoroutine);
        }

        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.DPadDown)))
        {
            CoroutineThing(InputManager.InputButton.DPadDown, ref _dpaddownCoroutine);
        }

        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.DPadUp)))
        {
            CoroutineThing(InputManager.InputButton.DPadUp, ref _dpadupCoroutine);
        }

        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.A)))
        {
            CoroutineThing(InputManager.InputButton.A, ref _aCoroutine);
        }

        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.B)))
        {
            CoroutineThing(InputManager.InputButton.B, ref _bCoroutine);
        }

        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.X)))
        {
            CoroutineThing(InputManager.InputButton.X, ref _xCoroutine);
        }

        if (Sinput.GetButtonDown(InputManager.GetInputName(InputManager.InputButton.Y)))
        {
            CoroutineThing(InputManager.InputButton.Y, ref _yCoroutine);
        }
    }
    void Update()
    {
        if (PlayerNumber == 1)
        {
            _playerAxis = Sinput.GetVector("Horizontal", "Vertical", _playerSlot1) * Time.deltaTime * 50f;
        }

        if (PlayerNumber == 2)
        {
            _playerAxis = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical") * Time.deltaTime * 50f);
            //_playerAxis = Sinput.GetVector("Horizontal", "Vertical", _playerSlot2) * Time.deltaTime * 50f;
        }
        if (!_forceAdded)
        {
            _forceAdded = true;
            _fishRigidbody.AddForce(_playerAxis, ForceMode2D.Impulse);
            _forceAdded = false;
        }
        ClampingVelocity(_zRot);
    }
        private new bool SendSubmitEventToSelectedObject()
        {
            if (eventSystem.currentSelectedGameObject == null)
            {
                return(false);
            }

            var data = GetBaseEventData();

            if (Sinput.GetButtonDown(m_SinputSubmitButton))
            {
                ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
            }

            if (Sinput.GetButtonDown(m_SinputCancelButton))
            {
                ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
            }
            return(data.used);
        }