Ejemplo n.º 1
0
 public void ClearButton()
 {
     m_State = BUTTONSTATE.OFF;
     m_SpriteRender.sprite = m_SkinData.m_ButtonClear;
     if (m_GameManger.m_GameState == GAMESTATE.PLAYING)
     {
         m_Board.Action(m_TileValue, transform.localPosition);
     }
 }
Ejemplo n.º 2
0
    //this function is called when a touch screen button is pressed
    public void OnTouchScreenInputEvent(string action, BUTTONSTATE buttonState)
    {
        onInputEvent(action, buttonState);

        //defend exception
        if (action == "Defend")
        {
            defendKeyDown = (buttonState == BUTTONSTATE.PRESS);
        }
    }
Ejemplo n.º 3
0
    void OnInputEvent(string action, BUTTONSTATE buttonState)
    {
        if (buttonState != BUTTONSTATE.PRESS)
        {
            return;
        }

        //only apply the following actions if this UI gameobject is currently selected
        if (EventSystem.current.currentSelectedGameObject != gameObject)
        {
            return;
        }

        //move navigation up
        if (action == "Up")
        {
            Selectable elementUp = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnUp();
            if (elementUp != null)
            {
                StartCoroutine(selectUIItem(elementUp.gameObject));
            }
        }

        //move navigation down
        if (action == "Down")
        {
            Selectable elementDown = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnDown();
            if (elementDown != null)
            {
                StartCoroutine(selectUIItem(elementDown.gameObject));
            }
        }

        //move navigation left
        if (action == "Left")
        {
            Selectable elementLeft = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnLeft();
            if (elementLeft != null)
            {
                StartCoroutine(selectUIItem(elementLeft.gameObject));
            }
        }

        //move navigation right
        if (action == "Right")
        {
            Selectable elementRight = EventSystem.current.currentSelectedGameObject.GetComponent <Selectable>().FindSelectableOnRight();
            if (elementRight != null)
            {
                StartCoroutine(selectUIItem(elementRight.gameObject));
            }
        }
    }
Ejemplo n.º 4
0
    void OnInputEvent(string action, BUTTONSTATE buttonState)
    {
        if (buttonState != BUTTONSTATE.PRESS)
        {
            return;                                          //only respond to button press states
        }
        Sprite icon = Resources.Load <Sprite>("Icons/Icon" + action);

        if (icon != null)
        {
            AddIcon(action.ToString(), icon);
        }
    }
Ejemplo n.º 5
0
    void OnInputEvent(string action, BUTTONSTATE buttonState)
    {
        //move left
        if (action == "Left" && buttonState == BUTTONSTATE.PRESS)
        {
            OnLeftButtonDown();
        }

        //move right
        if (action == "Right" && buttonState == BUTTONSTATE.PRESS)
        {
            OnRightButtonDown();
        }
    }
Ejemplo n.º 6
0
    //input actions
    void OnInputEvent(string action, BUTTONSTATE buttonState)
    {
        //ignore input when we are dead or when this state is not active
        if (!MovementStates.Contains(playerState.currentState) || isDead)
        {
            return;
        }

        //start a jump
        if (action == "Jump" && buttonState == BUTTONSTATE.PRESS && IsGrounded() && playerState.currentState != UNITSTATE.JUMPING)
        {
            JumpNextFixedUpdate = true;
        }

        //start running when a run button is pressed (e.g. Joypad controls)
        if (action == "Run")
        {
            playerState.SetState(UNITSTATE.RUN);
        }
    }
Ejemplo n.º 7
0
    //input event
    private void OnInputEvent(string action, BUTTONSTATE buttonState)
    {
        if (buttonState != BUTTONSTATE.PRESS)
        {
            return;
        }

        //restart the current level
        if (GlobalGameSettings.LevelData.Count == 0 || lastLevelReached())
        {
            LoadLevel(SceneManager.GetActiveScene().name, GlobalGameSettings.currentLevelId);
        }

        else
        {
            //load the next level
            if (GlobalGameSettings.LevelData.Count > 0)
            {
                LoadLevel(GetNextSceneName(), GlobalGameSettings.currentLevelId + 1);
            }
        }
    }
Ejemplo n.º 8
0
    void Update()
    {
        if (m_oneClick && m_State == BUTTONSTATE.ON)
        {
            if (!m_gameTimer.getIsPlaying())
            {
                m_gameTimer.startTimer();
            }

            m_SpriteRender.sprite = m_SkinData.m_ButtonPressed;
            ClearButton();
            StopCoroutine(CheckForLongPress());
            m_oneClick  = false;
            m_timerhold = 0;
        }

        if (m_HoldClick)
        {
            if (!m_gameTimer.getIsPlaying())
            {
                m_gameTimer.startTimer();
            }

            if (m_State == BUTTONSTATE.ON)
            {
                m_State = BUTTONSTATE.FLAGGED;
            }
            else if (m_State == BUTTONSTATE.FLAGGED)
            {
                m_State = BUTTONSTATE.QUESTIONED;
            }
            else if (m_State == BUTTONSTATE.QUESTIONED)
            {
                m_State = BUTTONSTATE.ON;
            }

            if (m_State == BUTTONSTATE.FLAGGED)
            {
                if (!m_SkinData.m_IsAnimated)
                {
                    m_SpriteRender.sprite = m_SkinData.m_Flagged;
                }
            }
            else if (m_State == BUTTONSTATE.QUESTIONED)
            {
                if (!m_SkinData.m_IsAnimated)
                {
                    m_SpriteRender.sprite = m_SkinData.m_Question;
                }
            }
            else if (m_State == BUTTONSTATE.ON)
            {
                if (!m_SkinData.m_IsAnimated)
                {
                    m_SpriteRender.sprite = m_SkinData.m_ButtonUp;
                }
            }
            StopCoroutine(CheckForLongPress());
            m_HoldClick = false;
        }
    }
Ejemplo n.º 9
0
    //combat input event
    private void OnInputEvent(string action, BUTTONSTATE buttonState)
    {
        if (AttackStates.Contains(playerState.currentState) && !isDead)
        {
            //running punch
            if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && playerState.currentState == UNITSTATE.RUN && isGrounded)
            {
                animator.SetAnimatorBool("Run", false);
                if (RunningPunch.animTrigger.Length > 0)
                {
                    doAttack(RunningPunch, UNITSTATE.ATTACK, "Punch");
                }
                return;
            }

            //running kick
            if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && playerState.currentState == UNITSTATE.RUN && isGrounded)
            {
                animator.SetAnimatorBool("Run", false);
                if (RunningKick.animTrigger.Length > 0)
                {
                    doAttack(RunningKick, UNITSTATE.ATTACK, "Kick");
                }
                return;
            }

            //pick up an item
            if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && itemInRange != null && isGrounded && currentWeapon == null)
            {
                interactWithItem();
                return;
            }

            //use an weapon
            if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && isGrounded && currentWeapon != null)
            {
                useCurrentWeapon();
                return;
            }

            //ground punch
            if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState != UNITSTATE.PUNCH && NearbyEnemyDown()) && isGrounded)
            {
                if (GroundPunchData.animTrigger.Length > 0)
                {
                    doAttack(GroundPunchData, UNITSTATE.GROUNDPUNCH, "Punch");
                }
                return;
            }

            //ground kick
            if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState != UNITSTATE.KICK && NearbyEnemyDown()) && isGrounded)
            {
                if (GroundKickData.animTrigger.Length > 0)
                {
                    doAttack(GroundKickData, UNITSTATE.GROUNDKICK, "Kick");
                }
                return;
            }

            //reset combo when switching to another combo chain (user setting)
            if (resetComboChainOnChangeCombo && (action != lastAttackInput))
            {
                attackNum = -1;
            }

            //default punch
            if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && playerState.currentState != UNITSTATE.PUNCH && playerState.currentState != UNITSTATE.KICK && isGrounded)
            {
                //continue to the next attack if the time is inside the combo window
                bool insideComboWindow = (lastAttack != null && (Time.time < (lastAttackTime + lastAttack.duration + lastAttack.comboResetTime)));
                if (insideComboWindow && !continuePunchCombo && (attackNum < PunchCombo.Length - 1))
                {
                    attackNum += 1;
                }
                else
                {
                    attackNum = 0;
                }

                if (PunchCombo[attackNum] != null && PunchCombo[attackNum].animTrigger.Length > 0)
                {
                    doAttack(PunchCombo[attackNum], UNITSTATE.PUNCH, "Punch");
                }
                return;
            }

            //advance the punch combo if "punch" was pressed during a punch attack
            if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState == UNITSTATE.PUNCH) && !continuePunchCombo && isGrounded)
            {
                if (attackNum < PunchCombo.Length - 1)
                {
                    continuePunchCombo = true;
                    continueKickCombo  = false;
                    return;
                }
            }

            //jump punch
            if (action == "Punch" && buttonState == BUTTONSTATE.PRESS && !isGrounded)
            {
                if (JumpKickData.animTrigger.Length > 0)
                {
                    doAttack(JumpKickData, UNITSTATE.JUMPKICK, "Kick");
                    StartCoroutine(JumpKickInProgress());
                }
                return;
            }

            //jump kick
            if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && !isGrounded)
            {
                if (JumpKickData.animTrigger.Length > 0)
                {
                    doAttack(JumpKickData, UNITSTATE.JUMPKICK, "Kick");
                    StartCoroutine(JumpKickInProgress());
                }
                return;
            }

            //default kick
            if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && playerState.currentState != UNITSTATE.KICK && playerState.currentState != UNITSTATE.PUNCH && isGrounded)
            {
                //continue to the next attack if the time is inside the combo window
                bool insideComboWindow = (lastAttack != null && (Time.time < (lastAttackTime + lastAttack.duration + lastAttack.comboResetTime)));
                if (insideComboWindow && !continueKickCombo && (attackNum < KickCombo.Length - 1))
                {
                    attackNum += 1;
                }
                else
                {
                    attackNum = 0;
                }

                doAttack(KickCombo[attackNum], UNITSTATE.KICK, "Kick");
                return;
            }

            //advance the kick combo if "kick" was pressed during a kick attack
            if (action == "Kick" && buttonState == BUTTONSTATE.PRESS && (playerState.currentState == UNITSTATE.KICK) && !continueKickCombo && isGrounded)
            {
                if (attackNum < KickCombo.Length - 1)
                {
                    continueKickCombo  = true;
                    continuePunchCombo = false;
                    return;
                }
            }
        }
    }