Ejemplo n.º 1
0
        /// <summary>
        /// Initialize the default values.
        /// </summary>
        private void Awake()
        {
            m_ControlUI.SetActive(m_Active);
            var demoManager = GetComponent <DemoManager>();

            m_Character  = demoManager.Character;
            m_UnityInput = m_Character.GetComponent <UnityInput>();

            m_ResumeButton.onClick.AddListener(Resume);
#if UNITY_STANDALONE || UNITY_EDITOR
            m_QuitButton.onClick.AddListener(Quit);
#else
            // The application can't quit on the target platform.
            m_QuitButton.gameObject.SetActive(false);

            // Center the Resume button.
            var rectTransform = m_ResumeButton.GetComponent <RectTransform>();
            var position      = rectTransform.localPosition;
            position.x = rectTransform.rect.width / 2;
            rectTransform.localPosition = position;
#endif

            OnControllerConnected(m_UnityInput.ControllerConnected);
            EventHandler.RegisterEvent <bool>(m_Character, "OnInputControllerConnected", OnControllerConnected);
            EventHandler.RegisterEvent <bool>(m_Character, "OnCharacterEnterUIZone", OnEnterUIZone);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Sends the academy parameters through the Communicator.
        /// Is used by the academy to send the AcademyParameters to the communicator.
        /// </summary>
        /// <returns>The External Initialization Parameters received.</returns>
        /// <param name="academyParameters">The Unity Initialization Paramters to be sent.</param>
        public UnityRLInitializationInput SendAcademyParameters(
            UnityRLInitializationOutput academyParameters)
        {
            UnityInput input;
            var        initializationInput = new UnityInput();

            try
            {
                initializationInput = m_communicator.Initialize(
                    new UnityOutput
                {
                    RlInitializationOutput = academyParameters
                },
                    out input);
            }
            catch
            {
                throw new UnityAgentsException(
                          "The Communicator was unable to connect. Please make sure the External " +
                          "process is ready to accept communication with Unity.");
            }

            var firstRlInput = input.RlInput;

            m_command = firstRlInput.Command;
            m_environmentParameters = firstRlInput.EnvironmentParameters;
            m_isTraining            = firstRlInput.IsTraining;
            return(initializationInput.RlInitializationInput);
        }
Ejemplo n.º 3
0
    void OnEnable()
    {
        if (isLoaded == true)
        {
            return;
        }

        rawController = ScriptableObject.CreateInstance <UnityInput>();
        data          = ScriptableObject.CreateInstance <KeyData>();

        string playerConfig = JsonHelper.LoadSaveData("player.cfg");

        if (playerConfig != "none")
        {
            data.LoadConfig(playerConfig);

            isLoaded = true;
        }
        else
        {
            data = Resources.Load <KeyData>("Devices/keyboard");

            isLoaded = true;
        }
    }
Ejemplo n.º 4
0
 public Scene(SceneManager manager, SpriteRenderer spriteRenderer)
 {
     sceneManager = manager;
     this.spriteRenderer = spriteRenderer;
     completed = false;
     permitUnloadResources = true;
     camera = Camera.main;
     input = new UnityInput();
 }
Ejemplo n.º 5
0
 public static void Init(UnityInput input)
 {
     events = new Dictionary <GameEventType, System.Action <Transform> >((int)GameEventType.Count);
     if (platformInput == null)
     {
         platformInput = input;
     }
     else
     {
         Debug.LogError("Platform input is already initialized!");
     }
 }
Ejemplo n.º 6
0
        public void PostConstruct(params object[] args)
        {
            _input = new UnityInput();

            GameInput = new GameInputAdapter(_input.Game);
            UiInput   = new UiInputAdapter(_input.UI);

            UiInput.SetEnabled(false);
            GameInput.SetEnabled(false);

            _gameEventManager.Subscribe(GameEvents.StateMachineEvents.Start, OnGameStateStart);
            _gameEventManager.Subscribe(GameEvents.StateMachineEvents.End, OnGameStateEnd);
        }
Ejemplo n.º 7
0
    public void SetUp()
    {
        inputMock = Substitute.For <UnityInput>();

        PreInstall();

        Container.Bind <UnityInput>().FromInstance(inputMock);
        Container.Bind <PlayerInput>().FromNewComponentOnNewGameObject().AsSingle();

        PostInstall();

        playerInput = Container.Resolve <PlayerInput>();
    }
Ejemplo n.º 8
0
    // Use this for initialization
    void Start()
    {
        unityInput        = GetComponent <UnityInput>();
        locomotionHandler = GetComponent <UltimateCharacterLocomotionHandler>();
        locomotion        = GetComponent <UltimateCharacterLocomotion>();
        characterIk       = GetComponent <CharacterIK>();

        animator = GetComponent <Animator>();
        runtimeAnimationController = animator.runtimeAnimatorController;

        UpdateAvatar();

        SetUmaReady(false);
    }
Ejemplo n.º 9
0
    public void SetUp()
    {
        inputMock = Substitute.For <UnityInput>();
        PreInstall();

        Container.Bind <UnityInput>().FromInstance(inputMock);
        Container.Bind <InputRecognizer>().AsSingle();
        Container.Bind <PlayerSpawner>().FromNewComponentOnNewGameObject().AsSingle();

        PostInstall();

        playerSpawner = Container.Resolve <PlayerSpawner>();

        var playerPrefab = new GameObject("Prefab", typeof(PlayerInput));

        playerSpawner.SetPlayerPrefab(playerPrefab);
    }
        /// <summary>
        /// Initialize the communicator by sending the first UnityOutput and receiving the
        /// first UnityInput. The second UnityInput is stored in the unityInput argument.
        /// </summary>
        /// <returns>The first Unity Input.</returns>
        /// <param name="unityOutput">The first Unity Output.</param>
        /// <param name="unityInput">The second Unity input.</param>
        public UnityInput Initialize(UnityOutput unityOutput,
                                     out UnityInput unityInput)
        {
            m_isOpen = true;
            var channel = new Channel(
                "localhost:" + m_communicatorParameters.port,
                ChannelCredentials.Insecure);

            m_client = new UnityToExternal.UnityToExternalClient(channel);
            var result = m_client.Exchange(WrapMessage(unityOutput, 200));

            unityInput = m_client.Exchange(WrapMessage(null, 200)).UnityInput;
#if UNITY_EDITOR
            EditorApplication.playModeStateChanged += HandleOnPlayModeChanged;
#endif
            return(result.UnityInput);
        }
Ejemplo n.º 11
0
        /// <summary>
        /// Initialize the communicator by sending the first UnityOutput and receiving the
        /// first UnityInput. The second UnityInput is stored in the unityInput argument.
        /// </summary>
        /// <returns>The first Unity Input.</returns>
        /// <param name="unityOutput">The first Unity Output.</param>
        /// <param name="unityInput">The second Unity input.</param>
        public UnityInput Initialize(UnityOutput unityOutput,
                                     out UnityInput unityInput)
        {
            m_sender = new Socket(
                AddressFamily.InterNetwork,
                SocketType.Stream,
                ProtocolType.Tcp);
            m_sender.Connect("localhost", communicatorParameters.port);

            UnityMessage initializationInput =
                UnityMessage.Parser.ParseFrom(Receive());

            Send(WrapMessage(unityOutput, 200).ToByteArray());

            unityInput = UnityMessage.Parser.ParseFrom(Receive()).UnityInput;
#if UNITY_EDITOR
            EditorApplication.playModeStateChanged += HandleOnPlayModeChanged;
#endif
            return(initializationInput.UnityInput);
        }
Ejemplo n.º 12
0
 public void Construct(UnityInput input)
 {
     this.input = input;
 }
Ejemplo n.º 13
0
 public TouchSensor(UnityInput input)
 {
     this.input = input;
 }
Ejemplo n.º 14
0
 public InputRecognizer(UnityInput unityInput)
 {
     this.unityInput = unityInput;
 }