Ejemplo n.º 1
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		public PlayerActions()
		{
			Left = CreatePlayerAction( "Move Left" );
			Right = CreatePlayerAction( "Move Right" );
			Up = CreatePlayerAction( "Move Up" );
			Down = CreatePlayerAction( "Move Down" );
		}
        internal PlayerOneAxisAction( PlayerAction negativeAction, PlayerAction positiveAction )
        {
            this.negativeAction = negativeAction;
            this.positiveAction = positiveAction;

            Raw = true;
        }
Ejemplo n.º 3
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        public PlayerControls()
        {
            MouseLeft = CreatePlayerAction("Mouse Left Click");
            MouseRight = CreatePlayerAction("Mouse Right Click");

            LookButton = CreatePlayerAction("Mouse look");

            ZoomIn = CreatePlayerAction("Zoom in (mouse)");
            ZoomOut = CreatePlayerAction("Zoom out (mouse)");
            Zoom = CreateOneAxisPlayerAction(ZoomIn, ZoomOut);

            ZoomKeyboardIn = CreatePlayerAction("Zoom in (keyboard)");
            ZoomKeyboardOut = CreatePlayerAction("Zoom out (keyboard)");
            ZoomKeyboard = CreateOneAxisPlayerAction(ZoomKeyboardIn, ZoomKeyboardOut);

            MousePositiveX = CreatePlayerAction("Look positive X (mouse)");
            MousePositiveY = CreatePlayerAction("Look positive Y (mouse)");
            MouseNegativeX = CreatePlayerAction("Look negative X (mouse)");
            MouseNegativeY = CreatePlayerAction("Look negative Y (mouse)");
            LookMouse = CreateTwoAxisPlayerAction(MouseNegativeX, MousePositiveX, MouseNegativeY, MousePositiveY);

            KeyboardPositiveX = CreatePlayerAction("Look positive X (keyboard)");
            KeyboardPositiveY = CreatePlayerAction("Look positive Y (keyboard)");
            KeyboardNegativeX = CreatePlayerAction("Look negative X (keyboard)");
            KeyboardNegativeY = CreatePlayerAction("Look negative Y (keyboard)");
            LookKeyboard = CreateTwoAxisPlayerAction(KeyboardNegativeX, KeyboardPositiveX, KeyboardNegativeY, KeyboardPositiveY);
        }
Ejemplo n.º 4
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    public Arm(Actor pActor, MonkeyAnimations.BodyRegion pRegion, InControl.PlayerAction targetInput)
    {
        actor        = pActor;
        region       = pRegion;
        inputToWatch = targetInput;

        PushArmState(new ArmNormalState(), "Initialization of " + Enum.GetName(typeof(MonkeyAnimations.BodyRegion), region) + "arm");
    }
Ejemplo n.º 5
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		internal PlayerTwoAxisAction( PlayerAction negativeXAction, PlayerAction positiveXAction, PlayerAction negativeYAction, PlayerAction positiveYAction )
		{
			this.negativeXAction = negativeXAction;
			this.positiveXAction = positiveXAction;
			this.negativeYAction = negativeYAction;
			this.positiveYAction = positiveYAction;

			Raw = true;
		}
		public PlayerActions()
		{
			Fire = CreatePlayerAction( "Fire" );
			Jump = CreatePlayerAction( "Jump" );
			Left = CreatePlayerAction( "Move Left" );
			Right = CreatePlayerAction( "Move Right" );
			Up = CreatePlayerAction( "Move Up" );
			Down = CreatePlayerAction( "Move Down" );
			Move = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
		}
Ejemplo n.º 7
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 public PlayerAction()
 {
     Pause    = CreatePlayerAction("Pause");
     Punch    = CreatePlayerAction("Punch");
     Kick     = CreatePlayerAction("Kick");
     Roll     = CreatePlayerAction("Roll");
     Blank    = CreatePlayerAction("Blank");
     Level1   = CreatePlayerAction("Level1");
     Controls = CreatePlayerAction("Controls");
     Skip     = CreatePlayerAction("Skip");
 }
		public PlayerActions()
		{
			Green = CreatePlayerAction( "Green" );
			Red = CreatePlayerAction( "Red" );
			Blue = CreatePlayerAction( "Blue" );
			Yellow = CreatePlayerAction( "Yellow" );
			Left = CreatePlayerAction( "Left" );
			Right = CreatePlayerAction( "Right" );
			Up = CreatePlayerAction( "Up" );
			Down = CreatePlayerAction( "Down" );
			Rotate = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
		}
Ejemplo n.º 9
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        public PlayerActions()
        {
            _primaryLeft = this.CreatePlayerAction("Primary Left");
            _primaryRight = this.CreatePlayerAction("Primary Right");
            _primaryUp = this.CreatePlayerAction("Primary Up");
            _primaryDown = this.CreatePlayerAction("Primary Down");
            this.PrimaryDirection = this.CreateTwoAxisPlayerAction(_primaryLeft, _primaryRight, _primaryDown, _primaryUp);

            _secondaryLeft = this.CreatePlayerAction("Secondary Left");
            _secondaryRight = this.CreatePlayerAction("Secondary Right");
            _secondaryUp = this.CreatePlayerAction("Secondary Up");
            _secondaryDown = this.CreatePlayerAction("Secondary Down");
            this.SecondaryDirection = this.CreateTwoAxisPlayerAction(_secondaryLeft, _secondaryRight, _secondaryDown, _secondaryUp);
        }
Ejemplo n.º 10
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		/// <summary>
		/// Create an action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
		/// </summary>
		/// <param name="name">A unique identifier for this action within the context of this set.</param>
		/// <exception cref="InControlException">Thrown when trying to create an action with a non-unique name for this set.</exception>
		protected PlayerAction CreatePlayerAction( string name )
		{
			var action = new PlayerAction( name, this );
			action.Device = Device ?? InputManager.ActiveDevice;

			if (actionsByName.ContainsKey( name ))
			{
				throw new InControlException( "Action '" + name + "' already exists in this set." );
			}

			actions.Add( action );
			actionsByName.Add( name, action );

			return action;
		}
Ejemplo n.º 11
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        public ShipActions()
        {
            lookLeft = CreatePlayerAction( "look x+" );
            lookRight = CreatePlayerAction( "look x-" );
            lookUp = CreatePlayerAction( "look y+" );
            lookDown = CreatePlayerAction( "look y-" );
            aAxs = CreateTwoAxisPlayerAction(lookLeft,
                                      lookRight,
                                      lookDown, //lord, lookDown
                                      lookUp);

            Left = CreatePlayerAction( "move x+" );
            Right = CreatePlayerAction( "move x-" );
            Up = CreatePlayerAction( "move y+" );
            Down = CreatePlayerAction( "move y-" );
            mAxs = CreateTwoAxisPlayerAction(Left,
                                      Right,
                                      Down, //breckfast
                                      Up);
            bL = CreatePlayerAction ("Bumper Left");
            bR = CreatePlayerAction ("Bumper Right");
            tL = CreatePlayerAction ("Trigger Left");
            tR = CreatePlayerAction ("Trigger Right");
        }
Ejemplo n.º 12
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		/// <summary>
		/// Create an aggregate, single-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
		/// </summary>
		/// <example>
		/// <code>
		/// Throttle = CreateOneAxisPlayerAction( Brake, Accelerate );
		/// </code>
		/// </example>
		/// <param name="negativeAction">The action to query for the negative component of the axis.</param>
		/// <param name="positiveAction">The action to query for the positive component of the axis.</param>
		protected PlayerOneAxisAction CreateOneAxisPlayerAction( PlayerAction negativeAction, PlayerAction positiveAction )
		{
			var action = new PlayerOneAxisAction( negativeAction, positiveAction );
			oneAxisActions.Add( action );
			return action;
		}
Ejemplo n.º 13
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		/// <summary>
		/// Create an aggregate, double-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
		/// </summary>
		/// <example>
		/// Note that, due to Unity's positive up-vector, the parameter order of <c>negativeYAction</c> and <c>positiveYAction</c> might seem counter-intuitive.
		/// <code>
		/// Move = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
		/// </code>
		/// </example>
		/// <param name="negativeXAction">The action to query for the negative component of the X axis.</param>
		/// <param name="positiveXAction">The action to query for the positive component of the X axis.</param>
		/// <param name="negativeYAction">The action to query for the negative component of the Y axis.</param>
		/// <param name="positiveYAction">The action to query for the positive component of the Y axis.</param>
		protected PlayerTwoAxisAction CreateTwoAxisPlayerAction( PlayerAction negativeXAction, PlayerAction positiveXAction, PlayerAction negativeYAction, PlayerAction positiveYAction )
		{
			var action = new PlayerTwoAxisAction( negativeXAction, positiveXAction, negativeYAction, positiveYAction );
			twoAxisActions.Add( action );
			return action;
		}
Ejemplo n.º 14
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 internal PlayerOneAxisAction(PlayerAction negativeAction, PlayerAction positiveAction)
 {
     this.negativeAction = negativeAction;
     this.positiveAction = positiveAction;
     Raw = true;
 }
Ejemplo n.º 15
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        /// <summary>
        /// Create an aggregate, double-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
        /// </summary>
        /// <example>
        /// Note that, due to Unity's positive up-vector, the parameter order of <c>negativeYAction</c> and <c>positiveYAction</c> might seem counter-intuitive.
        /// <code>
        /// Move = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
        /// </code>
        /// </example>
        /// <param name="negativeXAction">The action to query for the negative component of the X axis.</param>
        /// <param name="positiveXAction">The action to query for the positive component of the X axis.</param>
        /// <param name="negativeYAction">The action to query for the negative component of the Y axis.</param>
        /// <param name="positiveYAction">The action to query for the positive component of the Y axis.</param>
        protected PlayerTwoAxisAction CreateTwoAxisPlayerAction(PlayerAction negativeXAction, PlayerAction positiveXAction, PlayerAction negativeYAction, PlayerAction positiveYAction)
        {
            var action = new PlayerTwoAxisAction(negativeXAction, positiveXAction, negativeYAction, positiveYAction);

            twoAxisActions.Add(action);
            return(action);
        }
Ejemplo n.º 16
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    public IEnumerator ListenForConcedeOrAnyKey(PlayerInputs inputs, System.Action onKey, System.Action onAnyKey, InControl.PlayerAction onAction)
    {
        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        while (!Input.anyKeyDown)
        {
            if (onAction.WasPressed)
            {
                onKey.Invoke();
                Destroy(gameObject, 0.2f);
                yield break;
            }
            //NEED an ANYBUTTON HERE TO CANCEL
            if (inputs.goBack.WasPressed)
            {
                onAnyKey.Invoke();
                Destroy(gameObject, 0.2f);
                yield break;
            }
            yield return(null);
        }
        if (inputs.concede.WasPressed)
        {
            onKey.Invoke();
            Destroy(gameObject, 0.2f);
            yield break;
        }
        if (Input.GetMouseButton(0))
        {
            yield return(new WaitForSeconds(.2f));
        }
        onAnyKey.Invoke();
        Destroy(gameObject, 0.2f);
        yield break;
    }
Ejemplo n.º 17
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        internal PlayerTwoAxisAction(PlayerAction negativeXAction, PlayerAction positiveXAction, PlayerAction negativeYAction, PlayerAction positiveYAction)
        {
            this.negativeXAction = negativeXAction;
            this.positiveXAction = positiveXAction;
            this.negativeYAction = negativeYAction;
            this.positiveYAction = positiveYAction;

            InvertXAxis = false;
            InvertYAxis = false;
            Raw         = true;
        }
Ejemplo n.º 18
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        /// <summary>
        /// Create an aggregate, single-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
        /// </summary>
        /// <example>
        /// <code>
        /// Throttle = CreateOneAxisPlayerAction( Brake, Accelerate );
        /// </code>
        /// </example>
        /// <param name="negativeAction">The action to query for the negative component of the axis.</param>
        /// <param name="positiveAction">The action to query for the positive component of the axis.</param>
        protected PlayerOneAxisAction CreateOneAxisPlayerAction(PlayerAction negativeAction, PlayerAction positiveAction)
        {
            var action = new PlayerOneAxisAction(negativeAction, positiveAction);

            oneAxisActions.Add(action);
            return(action);
        }
Ejemplo n.º 19
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 public void Listen(PlayerInputs inputs, System.Action onKey, System.Action onAnyKey, InControl.PlayerAction onAction)
 {
     StartCoroutine(ListenForConcedeOrAnyKey(inputs, onKey, onAnyKey, onAction));
 }