Ejemplo n.º 1
0
        private void Update()
        {
            if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                OnMove?.Invoke(Vector2Int.left);
            }
            if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                OnMove?.Invoke(Vector2Int.right);
            }
            if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                OnMove?.Invoke(Vector2Int.up);
            }
            if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                OnMove?.Invoke(Vector2Int.down);
            }

            if (Input.GetKeyDown(KeyCode.R))
            {
                OnRestart?.Invoke();
            }

            if (Input.GetKeyDown(KeyCode.Escape))
            {
                OnEscape?.Invoke();
            }
        }
Ejemplo n.º 2
0
    private IEnumerator Escape()
    {
        OnEscape?.Invoke();
        yield return(new WaitForSeconds(Fade.FadeLenght));

        LoadMenu();
    }
Ejemplo n.º 3
0
 public void Update()
 {
     pather.Update();
     motorAnimator.Update();
     if (isPaniced)
     {
         Debug.Log(Math.Abs((transform.position - entrance).magnitude));
     }
     if (isPaniced && Math.Abs((transform.position - entrance).magnitude) < (0.2f + finalOffset.magnitude))
     {
         OnEscape?.Invoke();
     }
 }
Ejemplo n.º 4
0
        protected override void KeyPress(VirtualKeys key, bool hold)
        {
            //Do not react if the current menu is not open.
            if (!isOpen)
            {
                return;
            }

            long now = GameTime.Ticks;

            switch (key)
            {
            case VirtualKeys.Return:
                if (!hold)
                {
                    //Check the index or we will get into trouble if no item does exist
                    if (cursor >= 0 && Items.Count > cursor)
                    {
                        Items[cursor].OnActivate?.Invoke();
                        PlaySound(sndSelect);
                    }
                }
                break;

            case VirtualKeys.Escape:
                if (!hold)
                {
                    //I dont think closing is a good default behavior for pressing escape. For now lets just invoke the event.
                    //this.Close();
                    OnEscape?.Invoke(this);
                    PlaySound(sndEscape);
                }
                break;

            default:
                if (CurrentItem is InputReceiver rec)
                {
                    rec.KeyPressed(key);
                }
                break;
            }
        }
Ejemplo n.º 5
0
        IEnumerator ListenToInput()
        {
            while (true)
            {
                yield return(null);

                if (input.GetKeyDown(settings.ToggleConsole) && !anyKeyLastFrame)
                {
                    OnToggleVisibility?.Invoke();
                }

                anyKeyLastFrame = input.AnyKey;

                if (!console.Enabled)
                {
                    continue;
                }

                if (input.GetKeyDown(settings.Submit) || input.GetKeyDown(settings.Submit2))
                {
                    OnSubmit();
                }
                else if (input.GetKeyDown(settings.HintUp))
                {
                    OnMoveUp?.Invoke();
                }
                else if (input.GetKeyDown(settings.HintDown))
                {
                    OnMoveDown?.Invoke();
                }
                else if (input.GetKeyDown(settings.CloseHint))
                {
                    OnEscape?.Invoke();
                }
            }
        }
Ejemplo n.º 6
0
    private void Update()
    {
        if (Input.GetKey(KeyCode.A))
        {
            OnPlayerHorizontal?.Invoke(-1);
            isMovingHor = true;
        }
        else if (Input.GetKey(KeyCode.D))
        {
            OnPlayerHorizontal?.Invoke(1);
            isMovingHor = true;
        }
        //DUDAS SOBRE OPTIMIZACIÓN
        else if (isMovingHor && !Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
        {
            OnPlayerHorizontal?.Invoke(0);
            isMovingHor = false;
        }

        if (Input.GetKey(KeyCode.S))
        {
            OnPlayerVertical?.Invoke(-1);
            isMovingVer = true;
        }
        else if (Input.GetKey(KeyCode.W))
        {
            OnPlayerVertical?.Invoke(1);
            isMovingVer = true;
        }
        else if (isMovingVer && !Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))
        {
            OnPlayerVertical?.Invoke(0);
            isMovingVer = false;
        }

        if (Input.GetMouseButtonDown(0))
        {
            OnPlayerAttack?.Invoke();
        }
        if (Input.GetKeyDown(KeyCode.E))
        {
            OnPlayerFire?.Invoke();
        }
        if (Input.GetMouseButton(1))
        {
            OnPlayerBlock?.Invoke();
        }
        else if (Input.GetMouseButtonUp(1))
        {
            OnPlayerStopBlocking?.Invoke();
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            OnPlayerJump?.Invoke();
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            OnEscape?.Invoke();
        }
    }
Ejemplo n.º 7
0
 private void OnInputEscape(InputAction.CallbackContext context)
 {
     //Debug.Log("Escape");
     OnEscape?.Invoke();
 }