Ejemplo n.º 1
0
    void InitializeControlScheme()
    {
        var devices = m_PlayerHandle.GetApplicableDevices();

        m_ActionMapInput.TryInitializeWithDevices(devices, null, m_ControlSchemeIndex);
        m_Bindings.Clear();
        m_ActionMapInput.controlSchemes[m_ControlSchemeIndex].ExtractLabeledEndBindings(m_Bindings);
    }
Ejemplo n.º 2
0
 public void Assign(string name)
 {
     this.enabled = true;
     foreach (ActionMapSlot actionMapSlot in playerInput.actionMaps)
     {
         ActionMapInput actionMapInput = ActionMapInput.Create(actionMapSlot.actionMap);
         actionMapInput.TryInitializeWithDevices(playerInput.handle.GetApplicableDevices());
         actionMapInput.active          = actionMapSlot.active;
         actionMapInput.blockSubsequent = actionMapSlot.blockSubsequent;
         playerInput.handle.maps.Add(actionMapInput);
     }
     controlls  = playerInput.GetActions <ChickenInput_Xbox>();
     this.name += "(" + name + ")";
 }
    public void Start()
    {
        // Create a global player handle that listen to all relevant devices not already used
        // by other player handles.
        globalHandle        = PlayerHandleManager.GetNewPlayerHandle();
        globalHandle.global = true;
        List <ActionMapSlot> actionMaps = playerPrefab.GetComponent <PlayerInput>().actionMaps;

        foreach (ActionMapSlot actionMapSlot in actionMaps)
        {
            ActionMapInput actionMapInput = ActionMapInput.Create(actionMapSlot.actionMap);
            actionMapInput.TryInitializeWithDevices(globalHandle.GetApplicableDevices());
            actionMapInput.active          = actionMapSlot.active;
            actionMapInput.blockSubsequent = actionMapSlot.blockSubsequent;
            globalHandle.maps.Add(actionMapInput);
        }

        joinAction.Bind(globalHandle);
        leaveAction.Bind(globalHandle);
    }
    public void Update()
    {
        // Listen to if the join button was pressed on a yet unassigned device.
        if (joinAction.control.wasJustPressed)
        {
            // These are the devices currently active in the global player handle.
            List <InputDevice> devices = globalHandle.GetActions(joinAction.action.actionMap).GetCurrentlyUsedDevices();

            PlayerHandle handle = PlayerHandleManager.GetNewPlayerHandle();
            foreach (var device in devices)
            {
                handle.AssignDevice(device, true);
            }

            foreach (ActionMapSlot actionMapSlot in playerPrefab.actionMaps)
            {
                ActionMapInput map = ActionMapInput.Create(actionMapSlot.actionMap);
                map.TryInitializeWithDevices(handle.GetApplicableDevices());
                map.blockSubsequent = actionMapSlot.blockSubsequent;

                // Activate the ActionMap that is used to join,
                // disregard active state from ActionMapSlots for now (wait until instantiating player).
                if (map.actionMap == joinAction.action.actionMap)
                {
                    map.active = true;
                }

                handle.maps.Add(map);
            }

            players.Add(new PlayerInfo(handle, joinAction, leaveAction));
        }

        int readyCount = 0;

        for (int i = players.Count - 1; i >= 0; i--)
        {
            var player = players[i];
            if (!player.ready)
            {
                if (player.joinControl.wasJustPressed)
                {
                    player.ready = true;
                }
                if (player.leaveControl.wasJustPressed)
                {
                    player.playerHandle.Destroy();
                    players.Remove(player);
                    continue;
                }
            }
            else
            {
                if (player.joinControl.wasJustPressed || player.leaveControl.wasJustPressed)
                {
                    player.ready = false;
                }
            }
            if (player.ready)
            {
                readyCount++;
            }
        }

        if (readyCount >= 1 && (players.Count - readyCount) == 0)
        {
            StartGame();
        }
    }