// Use this for initialization void Start() { mInput = this.gameObject.AddComponent<SInput>(); InputReceiver inputRecObj = MainRoleModel.AddComponent<InputReceiver>(); SMovableObject moveObj = MainRoleModel.AddComponent<SMovableObject>(); inputRecObj.MovableObject = moveObj; mInput.InputReceiver = inputRecObj; //Camera init gameObject.AddComponent<SCameraMgr>(); }
// Use this for initialization void Start() { mInput = this.gameObject.AddComponent <SInput>(); InputReceiver inputRecObj = MainRoleModel.AddComponent <InputReceiver>(); SMovableObject moveObj = MainRoleModel.AddComponent <SMovableObject>(); inputRecObj.MovableObject = moveObj; mInput.InputReceiver = inputRecObj; //Camera init gameObject.AddComponent <SCameraMgr>(); }
private void SetMicConfig() { if (_DeviceNr < 0) { return; } SInput input = _devices[_DeviceNr].Inputs[_InputNr]; input.PlayerChannel1 = SelectSlides[htSelectSlides(SelectSlideRecordChannel1)].Selection; input.PlayerChannel2 = SelectSlides[htSelectSlides(SelectSlideRecordChannel2)].Selection; _devices[_DeviceNr].Inputs[_InputNr] = input; }
public void ManualUpdate() { if (!photonView.isMine) { return; } _input = new SInput() { movementDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")), aimTarget = GetAimTarget(), mousePosition = Input.mousePosition, weaponTriggerPulled = Input.GetMouseButton(0), reloadWeapon = Input.GetKeyDown(KeyCode.R), pickUpWeapon = Input.GetKeyDown(KeyCode.E), dropWeapon = Input.GetKeyDown(KeyCode.G) }; }
// Use this for initialization void Start() { mInput = this.gameObject.AddComponent<SInput>(); InputReceiver inputRecObj = MainRoleModel.AddComponent<InputReceiver>(); SMovableObject moveObj = MainRoleModel.AddComponent<SMovableObject>(); inputRecObj.MovableObject = moveObj; mInput.InputReceiver = inputRecObj; //Camera init gameObject.AddComponent<SCameraMgr>(); //Dungeon init GameObject go = Instantiate(DungeonMgrPrefab) as GameObject; Common.changGOParent(go, gameObject); moveObj.MoveTo(DungeonMgr.Instance.CurRoomPos()); //MainGameData init MainGameData.MainRole = moveObj; }
// Use this for initialization void Start() { mInput = this.gameObject.AddComponent <SInput>(); InputReceiver inputRecObj = MainRoleModel.AddComponent <InputReceiver>(); SMovableObject moveObj = MainRoleModel.AddComponent <SMovableObject>(); inputRecObj.MovableObject = moveObj; mInput.InputReceiver = inputRecObj; //Camera init gameObject.AddComponent <SCameraMgr>(); //Dungeon init GameObject go = Instantiate(DungeonMgrPrefab) as GameObject; Common.changGOParent(go, gameObject); moveObj.MoveTo(DungeonMgr.Instance.CurRoomPos()); //MainGameData init MainGameData.MainRole = moveObj; }
public static SRecordDevice[] RecordGetDevices() { SRecordDevice[] devices = _Record.RecordDevices(); if (devices != null) { for (int dev = 0; dev < devices.Length; dev++) { for (int inp = 0; inp < devices[dev].Inputs.Count; inp++) { SInput input = devices[dev].Inputs[inp]; input.PlayerChannel1 = GetPlayerFromMicConfig(devices[dev].Name, devices[dev].Driver, input.Name, 1); input.PlayerChannel2 = GetPlayerFromMicConfig(devices[dev].Name, devices[dev].Driver, input.Name, 2); devices[dev].Inputs[inp] = input; } } return(devices); } return(null); }
public void Update() { var keyMod = SInput.GetMod(); if (SInput.HasOnlyKeyDown(keyMod, App.Config.mainKey)) { lock (App.Config.UILock) { // should be visible this time? if (!Config.IsVisible) { if (!App.Config.UI.masterToolbarVisibility) { App.Config.UI.masterToolbarVisibility = true; UIView.Show(true); } SetVisible(true); } else { SetVisible(false); } } } }
public void FixedUpdateController() { #region Jump if (isFly != null) { if ((bool)isFly?.Invoke()) { Debug.Log("jump"); isFly -= SInput.InputJump; isGround += SController.IsGround; SController.Jump(_extraJump, _jumpForce, _rb); SetLastState(); StateMachine.SetState(State.JUMP, _animate); } } if (isGround != null) { if (!(bool)isGround?.Invoke(_groundChek, _checkRadius, _whatIsGround)) { _isJump = true; //Ждем достаточной высоты для активации чека } else if (_isJump) { Debug.Log("ground"); isGround -= SController.IsGround; isFly += SInput.InputJump; StateMachine.SetState(_lastState, _animate); _isJump = false; } } if (isFly != null && isGround != null) //костыль на баг { isGround -= SController.IsGround; Debug.Log("error"); } #endregion #region Move if (checInput != null) //Вводные перемещения { if (checInput?.Invoke() != 0 && isMove == null) { isMove += SController.Move; goFlip += SController.Flip; StateMachine.SetState(State.MOVE, _animate); SetLastState(); } else if (checInput?.Invoke() == 0 && isMove != null) { isMove?.Invoke(0, _speed, _rb); //Костыль на отпись, сохраняется текущее значение, изменить контроллер isMove -= SController.Move; goFlip -= SController.Flip; StateMachine.SetState(State.IDLE, _animate); SetLastState(); } } if (isMove != null) { if (!_isAttack) { isMove?.Invoke(SInput.InputControll(), _speed, _rb); if (goFlip != null) { goFlip?.Invoke(_rb, _enemyGFX); } } else { isMove?.Invoke(0, _speed, _rb); } } #endregion #region Attack if (isAttack != null) //костыль на фикс проверки { if (isAttack?.Invoke() == 1) { SController.AttackCollision(_colliderAttack[0], true); if (!_isAttack) { SetLastState(); } StateMachine.SetState(State.ATTACK, _animate); isFly -= SInput.InputJump; checInput -= SInput.InputControll; if (isMove != null) { isMove?.Invoke(0, _speed, _rb); } _isAttack = true; } if (!_colliderAttack[0].active && _isAttack) { StateMachine.SetState(_lastState, _animate); SetLastState(); _isAttack = false; isFly += SInput.InputJump; checInput += SInput.InputControll; } } #endregion if (isFly == null && checInput == null && isAttack == null) //Костыль на нулевое состояние { StateMachine.SetState(State.IDLE, _animate); } }