public void add(ICameraInput <TCamera> input) { EventHorizonBlazorInterop.Func <CachedEntity>( new object[] { new string[] { this.___guid, "add" }, input } ); }
public void remove(ICameraInput <TCamera> inputToRemove) { EventHorizonBlazorInterop.Func <CachedEntity>( new object[] { new string[] { this.___guid, "remove" }, inputToRemove } ); }
private void InitValues() { m_Input = InputManager.Instance; m_CameraTargetRotation = cameraTransform.localRotation; }
public PlayerInput(IStateProxyInput playerStates, IPhysicsEventInput playerEvent, ICameraInput playerCamera) { _InputDeviceLayout = new InputDeviceLayout(); #region Initialize Input Functionality //Toggle inputs _EventSprint = new Input_SprintEvent(playerStates.ProxySprint()); _EventCrouch = new Input_CrouchEvent(playerStates.ProxyCrouch()); //Analog stick inputs _EventWalk = new Input_WalkeEvent(playerStates.ProxyWalk()); _EventLook = new Input_LookEvent(playerCamera.ProxyLook()); //Button release inputs _EventJump = new Input_JumpEvent(playerStates.ProxyJump()); #endregion #region Set Up Observers _EventWalk.GetObservable().AddObserver(playerStates.ProxySprintObserver()); _EventWalk.GetObservable().AddObserver(playerEvent.PhysicsPlayer()); _EventLook.GetObservable().AddObserver(playerCamera); #endregion #region Input Device Callback Functions //Analog inputs callback functions _InputDeviceLayout.Player.Walk.started += ctx => _EventWalk.AnalogStart(ctx.ReadValue <Vector2>()); _InputDeviceLayout.Player.Walk.performed += ctx => _EventWalk.AnalogPerform(ctx.ReadValue <Vector2>()); _InputDeviceLayout.Player.Walk.canceled += ctx => _EventWalk.AnalogCancel(); _InputDeviceLayout.Player.Look.started += ctx => _EventLook.AnalogStart(ctx.ReadValue <Vector2>()); _InputDeviceLayout.Player.Look.performed += ctx => _EventLook.AnalogPerform(ctx.ReadValue <Vector2>()); _InputDeviceLayout.Player.Look.canceled += ctx => _EventLook.AnalogCancel(); //Button release inputs callback functions _InputDeviceLayout.Player.Jump.started += ctx => _EventJump.ButtonStart(); //Button hold inputs callback functions //Toogle inputs callback functions _InputDeviceLayout.Player.Sprint.started += ctx => _EventSprint.TogglePressed(); _InputDeviceLayout.Player.Crouch.started += ctx => _EventCrouch.TogglePressed(); #endregion }