protected override void Awake()
    {
        base.Awake();

        currentUpdateAction = UpdatePlayers;

        _primaryInputPlayer = AddPlayer();

        if (playerCount > 1)
        {
            for (int i = 1; i < playerCount; i++)
            {
                AddPlayer();
            }
        }

        string[] names = Input.GetJoystickNames();
        for (int i = 0; i < names.Length; ++i)
        {
            Debug.Log(names[i]);
        }

        if (checkEngagementOnStart)
        {
            StartEngagement(true);
        }
    }
Example #2
0
        private void Poll(InputPlayer player, InputEventPollingType pollingType)
        {
            InputReceiver receiver = _receivers[player];

            if (receiver == null)
            {
                return;
            }

            Rewired.Player rePlayer = ReInput.players.GetPlayer((int)receiver.InputPlayer);
            foreach (var action in ReInput.mapping.Actions)
            {
                if (rePlayer.GetButtonDown(action.id))
                {
                    _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Down));
                }
                if (rePlayer.GetButtonUp(action.id))
                {
                    _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Up));
                }
                if (rePlayer.GetButton(action.id))
                {
                    _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Hold));
                }

                _receivers[player]?.ReceiveAxisEvent(rePlayer.GetAxis(action.id), new InputAxisEvent(action.id, pollingType));
            }
        }
    public InputPlayer AddPlayer()
    {
        InputPlayer newPlayer = new InputPlayer();

        players.Add(newPlayer);
        return(newPlayer);
    }
    // Start is called before the first frame update
    void Start()
    {
        inputPlayer = GetComponent <InputPlayer>();
        rgb2D       = GetComponent <Rigidbody2D>();

        _transform = GetComponent <Transform>();
        _anim      = GetComponent <Animator>();
        _sprite    = GetComponent <SpriteRenderer>();

        RunHashCode = Animator.StringToHash("IsRun");
        attacker    = GetComponent <Attacker>();

        salud = GetComponent <Salud>();

        experienceLevel = GetComponent <ExperienceLevel>();

        //Inicializar texto de paneles
        PanelAttribute.Instance.UpdateTextAtributte(attributePlayer, salud, experienceLevel);

        _skill                 = GetComponent <Skill>();
        _trailRenderer         = GetComponent <TrailRenderer>();
        _trailRenderer.enabled = false;


        soundFoot = GetComponentInChildren <SoundFoot>();
    }
    private void Awake()
    {
        controls = new InputPlayer();

        animatorPlayer = GetComponent <Animator>();
        controller     = GetComponent <CharacterController>();
        objectGripped  = transform.GetChild(0);
    }
Example #6
0
    private void Awake()
    {
        movementPlayer = GetComponent <MovementPlayer>();

        controls = new InputPlayer();

        controls.Player.Movement.performed += ctx => movementPlayer.direction = ctx.ReadValue <Vector2>();
    }
 public override void Interact(InputPlayer inputPlayer)
 {
     inputPlayer.HelpingText.text = "Change timer [" + inputPlayer._getItemKey + ']';
     if (Input.GetKeyDown(inputPlayer._getItemKey))
     {
         inputPlayer.DunamiteFieldCs.gameObject.SetActive(true);
         inputPlayer.DunamiteFieldCs.GetDunamite(MyDunamite);
     }
 }
Example #8
0
 // Use this for initialization
 void Start()
 {
     m_InputPlayer  = GetComponent <InputPlayer>();
     m_Transform    = GetComponent <Transform>();
     m_RigidBody2D  = GetComponent <Rigidbody2D>();
     m_Animator     = GetComponent <Animator>();
     m_Attacker     = GetComponent <Attacker>();
     movingHashCode = Animator.StringToHash("moving");
 }
Example #9
0
 // Start is called before the first frame update
 void Start()
 {
     // Le agregamos el metodo InputPlayer como componente a nuestro objeto
     // inputJugador
     inputJugador = GetComponent <InputPlayer>();
     // Se hace lo mismo con Transform
     transformada = GetComponent <Transform>();
     rb           = GetComponent <Rigidbody2D>();
 }
 public static float GetAxis(string aName, InputPlayer aPlayer)
 {
     if (instance == null)
     {
         missingInputManager();
         return 0.0f;
     }
     return instance.internal_GetAxis(aName, aPlayer);
 }
 public static bool GetButtonUp(string aName, InputPlayer aPlayer)
 {
     if (instance == null)
     {
         missingInputManager();
         return false;
     }
     return instance.internal_GetButtonUp(aName, aPlayer);
 }
Example #12
0
 // Start is called before the first frame update
 void Start()
 {
     inputJugador   = GetComponent <InputPlayer>();
     transformada   = GetComponent <Transform>();
     miRigidbody2D  = GetComponent <Rigidbody2D>();
     animator       = GetComponent <Animator>();
     miSprite       = GetComponent <SpriteRenderer>();
     correrHashCode = Animator.StringToHash("Corriendo");
 }
 // Start is called before the first frame update
 void Start()
 {
     miSprite     = GetComponent <SpriteRenderer>();
     animator     = GetComponent <Animator>();
     inputJugador = GetComponent <InputPlayer>();
     trans        = GetComponent <Transform>();
     atacante     = GetComponent <Atacante>();
     rigid2D      = GetComponent <Rigidbody2D>();
 }
    // Start is called before the first frame update
    void Start()
    {
        playerInput     = GetComponent <InputPlayer>();
        playerTransform = GetComponent <Transform>();
        playerRigidBody = GetComponent <Rigidbody2D>();

        // Configurar Animación
        playerAnimator = GetComponent <Animator>();
        playerSprite   = GetComponent <SpriteRenderer>();
    }
Example #15
0
 // Use this for initialization
 void Start()
 {
     inputPlayer       = GetComponent <InputPlayer>();
     transform         = GetComponent <Transform>();
     rigidBody2D       = GetComponent <Rigidbody2D>();
     animator          = GetComponent <Animator>();
     animator          = GetComponent <Animator>();
     spriteRenderer    = GetComponent <SpriteRenderer>();
     isRunningHashCode = Animator.StringToHash("Running");
 }
Example #16
0
 // Start is called before the first frame update
 void Start()
 {
     atacante         = GetComponent <Atacante>();
     atributosJugador = GetComponent <Atributos>();
     inputJugador     = GetComponent <InputPlayer>(); // Buscará dentro del game object hasta encontarr un componente de tipo INputPlayer
     miRigidbody2D    = GetComponent <Rigidbody2D>(); //RigidBody del GameObject
     animador         = GetComponent <Animator>();
     miSprite         = GetComponent <SpriteRenderer>();
     correrHashCode   = Animator.StringToHash("Corriendo");
 }
Example #17
0
        public void StopRumble(InputPlayer player)
        {
            InputReceiver receiver = _receivers[player];

            if (receiver == null)
            {
                return;
            }

            ReInput.players.GetPlayer((int)receiver.InputPlayer).StopVibration();
        }
    void Start()
    {
        playerID = GameObject.FindGameObjectWithTag("Player").GetComponent <EntityID>().id;

        inputDialogue  = GetComponent <InputDialogue>();
        inputPlayer    = GetComponent <InputPlayer>();
        inputKnockback = GetComponent <InputKnockback>();

        StartPlayerInput();

        justSwitched = false;
    }
Example #19
0
 // Start is called before the first frame update
 void Start()
 {
     attacker          = GetComponent <Attacker>();
     inputPlayer       = GetComponent <InputPlayer>();
     transformed       = GetComponent <Transform>();
     myRigidBody2D     = GetComponent <Rigidbody2D>();
     myAnimator        = GetComponent <Animator>();
     mySprite          = GetComponent <SpriteRenderer>();
     xHashCode         = Animator.StringToHash("X");
     yHashCode         = Animator.StringToHash("Y");
     runningHashCode   = Animator.StringToHash("Running");
     attackingHashCode = Animator.StringToHash("Attacking");
 }
 // Use this for initialization
 void Start()
 {
     pies               = GetComponentInChildren <Pies>();
     trailRenderer      = GetComponent <TrailRenderer>();
     habilidad          = GetComponent <Habilidad>();
     nivelDeExperiencia = GetComponent <NivelDeExperiencia>();
     salud              = GetComponent <Salud>();
     inputJugador       = GetComponent <InputPlayer>();
     miRigidbody2D      = GetComponent <Rigidbody2D>(); //El rigidbody2d de este gameObject
     animator           = GetComponent <Animator>();
     miSprite           = GetComponent <SpriteRenderer>();
     atacante           = GetComponent <Atacante>();
     correrHashCode     = Animator.StringToHash("Corriendo");
     PanelAtributos.instance.ActualizarTextosAtributos(atributosJugador, salud, nivelDeExperiencia);
 }
Example #21
0
        /// <summary>
        /// Spawns the player gameObject on a free PlayerSpawn in the scene
        /// </summary>
        /// <param name="playerPrefab">The player prefab to spawn</param>
        /// <param name="inputPlayer">Sets the InputPlayer field on the InputReceiver of the player prefab (if applicable)</param>
        /// <param name="autoPossess">If true, looks for the InputReceiver component on the player and has the PlayerInputController possess it</param>
        /// <returns></returns>
        public GameObject SpawnPlayer(GameObject playerPrefab, InputPlayer inputPlayer = InputPlayer.P1, bool autoPossess = true)
        {
            Tuple <Vector3, Quaternion> spawn = GetBestPlayerSpawnLocationAndRotation();

            Debug.AssertFormat(spawn != null, $"Failed to spawn player: no {nameof(PlayerSpawn)} found in the scene");

            GameObject    player        = Instantiate(playerPrefab, spawn.Item1, spawn.Item2);
            InputReceiver inputReceiver = player.GetComponent <InputReceiver>();

            inputReceiver.InputPlayer = inputPlayer;

            if (inputReceiver != null && autoPossess)
            {
                GameBase.Instance.PlayerInputController.Possess(inputReceiver);
            }

            return(player);
        }
Example #22
0
    void Start()
    {
        inputPlayers = new InputPlayer[MAX_PLAYERS];

        for (int i = 0; i < inputPlayers.Length; i++)
        {
            var inputPlayer = new InputPlayer();

            inputPlayer.PlayerActionSet = (i == 0)
                ? InputPlayerActions.CreateWithKeyboardBindings()
                : InputPlayerActions.CreateWithEmptyBindings();

            inputPlayers[i] = inputPlayer;
        }

        LoadBindings();
        WireTankEvents();
    }
Example #23
0
        public void SetRumble(InputPlayer player, int motorIndex, float amount, float duration = 0.0f)
        {
            InputReceiver receiver = _receivers[player];

            if (receiver == null)
            {
                return;
            }

            if (duration > 0.0f)
            {
                ReInput.players.GetPlayer((int)receiver.InputPlayer).SetVibration(motorIndex, amount, duration);
            }
            else
            {
                ReInput.players.GetPlayer((int)receiver.InputPlayer).SetVibration(motorIndex, amount);
            }
        }
Example #24
0
    InputBase GenerateInput(PlayerType type, int ID)
    {
        InputBase input;

        if (type == PlayerType.HUMAN)
        {
            input = new InputPlayer();
        }
        else //if (type == PlayerType.AI)
        {
            input = new InputAI();
        }

        input.Init(ID);
        input.SetActive(false);

        return(input);
    }
 private void Awake()
 {
     _input = new InputPlayer();
     _input.Player.MovementLeftRight.performed += ctx => MovementLeftRight(ctx);
     _input.Player.Jump.started         += ctx => Jump(ctx);
     _input.Player.Jump.canceled        += ctx => Jump(ctx);
     _input.Player.Shoot.performed      += ctx => Shoot(ctx);
     _input.Player.Melee.performed      += ctx => Melee(ctx);
     _input.Player.GrabWall.performed   += ctx => GrabWall(ctx);
     _input.Player.Dash.performed       += ctx => Dash(ctx);
     _input.Player.SwapWeapon.performed += ctx => SwapWeapon(ctx);
     timer           = startTime;
     swapTime        = totalSwapTime;
     _body           = GetComponent <Rigidbody2D>();
     _groundChecker1 = transform.Find("GroundChecker").GetComponent <GroundChecker>();
     _groundChecker  = transform.Find("GroundChecker").GetComponent <GroundChecker>();
     _wallChecker    = transform.Find("WallChecker").GetComponent <WallChecker>();
     _weaponScript   = gameObject.GetComponent <WeaponScript>();
 }
Example #26
0
        protected override void AddedToScene()
        {
            base.AddedToScene();
            string Font = "Fonts/Coalition", WinnerText = " Won the Game!";
            int    FontSize = 60;
            int    order    = 0;

            CCLabel Winner = new CCLabel(players[0].Name + WinnerText, Font, 70, CCLabelFormat.SpriteFont);

            Winner.Position = new CCPoint(VisibleBoundsWorldspace.MidX, VisibleBoundsWorldspace.MaxY - 100);
            Winner.Color    = players[0].PlayerColor;
            AddChild(Winner);

            AddChild(new CCParticleFireworks(new CCPoint(300, 300)));
            AddChild(new CCParticleFireworks(new CCPoint(1620, 300)));

            foreach (Player p in players)
            {
                CCLabel Stats = new CCLabel(p.Name + " \t" + p.Points.ToString(), Font, FontSize, CCLabelFormat.SpriteFont);
                Stats.Position = new CCPoint(VisibleBoundsWorldspace.MidX, VisibleBoundsWorldspace.MaxY - 300 - 100 * order);
                Stats.Color    = p.PlayerColor;
                AddChild(Stats);
                order++;
            }

            Button NewGame = new Button("Start new Game", new CCPoint(VisibleBoundsWorldspace.MidX, VisibleBoundsWorldspace.MinY + 100), Font, 70, this);

            NewGame.OnClicked += delegate
            {
                players = players.OrderBy(o => o.Name).ToList();
                List <InputPlayer> inputplayers = new List <InputPlayer>();
                foreach (Player p in players)
                {
                    InputPlayer ip = new InputPlayer();
                    ip.Name  = p.Name;
                    ip.Color = p.PlayerColor;
                    inputplayers.Add(ip);
                }
                MainActivity.SwitchToMenu(SceneIds.PlayMenu, inputplayers);
            };
            m_buttons.Add(NewGame);
        }
Example #27
0
        public IInputPlayer AddPlayer(string playerId)
        {
            IInputPlayer result = null;

            foreach (var player in players)
            {
                if (player.Id == playerId)
                {
                    result = player;
                    break;
                }
            }

            if (result == null)
            {
                result = new InputPlayer(playerId);
                players.Add(result);
            }

            return(result);
        }
    private void CheckPlayerEngagement(InputPlayer a_player)
    {
        if (!currentEngagmentStatus.KeyboardEngaged)
        {
            if (CheckKeyboardEngagement())
            {
                EngagePlayer(a_player, EngagementType.Keyboard);
                return;
            }
        }

        if (currentEngagmentStatus.ControllersEngaged.Length > 0)
        {
            int id;
            if (CheckGamePadEngagement(out id))
            {
                EngagePlayer(a_player, EngagementType.Controller, id);
                return;
            }
        }
    }
Example #29
0
        public PadHelper(InputPlayer player)
        {
            // we first need to figure out which pad we're dealing with
            // use the Visual Studio Express 'insert snippet' command to make adding switch statements even easier.
            switch (player)
            {
            case InputPlayer.One:
                m_Player = PlayerIndex.One;
                break;

            case InputPlayer.Two:
                m_Player = PlayerIndex.Two;
                break;

            case InputPlayer.Three:
                m_Player = PlayerIndex.Three;
                break;

            case InputPlayer.Four:
                m_Player = PlayerIndex.Four;
                break;

            default:
                m_Player = PlayerIndex.One;
                break;
            }

            // update our pad states now we know which pad we're dealing with
            m_OldState = GamePad.GetState(m_Player);
            m_NewState = GamePad.GetState(m_Player);

            m_NewAnalogDPad      = new ButtonState[(int)InputDPad.Count];
            m_PreviousAnalogDPad = new ButtonState[(int)InputDPad.Count];

            for (int i = 0; i < (int)InputDPad.Count; i++)
            {
                m_NewAnalogDPad[i]      = ButtonState.Released;
                m_PreviousAnalogDPad[i] = ButtonState.Released;
            }
        }
    // Use this for initialization
    protected override void Awake()
    {
        enumID = GameFSMStates.MAINMENU;
        input  = new InputPlayer();
        input.Init(0);
        input.SetActive(true);

        EventManager.Subscribe <System.Enum>("OnChangeGameFSM", (nextState) => {
            bool isActive = nextState.ToString() == GameFSMStates.MAINMENU.ToString();
            SetActive(isActive);
        });

        input.SubscribeButtonDown(RewiredConsts.Action.Fire, () =>
        {
            if (isActive)
            {
                Debug.Log("START GAME");
                SetActive(false);
                EventManager.Invoke <GameFSMStates>(GameFSM.EVT_ON_CHANGE_GAME_STATE, GameFSMStates.GAMEPLAY);
            }
        });
    }
    private void Awake()
    {
        // #Critical
        // we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load.
        DontDestroyOnLoad(this.gameObject);

        //Instantiate UI
        if (PlayerUIPrefab != null)
        {
            playerInfo = GetComponent <PlayerInfo>();
            PlayerUI _uiGo = Instantiate(PlayerUIPrefab);
            _uiGo.SendMessage("SetTarget", playerInfo, SendMessageOptions.RequireReceiver);
        }
        else
        {
            Debug.LogWarning("<Color=Red><a>Missing</a></Color> PlayerUiPrefab reference on player Prefab.", this);
        }

        // #Important
        // used in GameManager.cs: we keep track of the localPlayer instance to prevent instantiation when levels are synchronized
        if (!photonView.IsMine)
        {
            this.enabled = false;
        }
        PlayerManager.LocalPlayerInstance = this.gameObject;

        //Get local references
        rb    = GetComponent <Rigidbody>();
        anim  = GetComponent <Animator>();
        input = GetComponent <InputPlayer>();
        if (Camera.main != null)
        {
            cameraFollow = Camera.main.GetComponent <CameraFollow>();
        }

        runHashCode  = Animator.StringToHash("Movement");
        dashHashCode = Animator.StringToHash("Dash");
    }
Example #32
0
    public override void Interact(InputPlayer inputPlayer)
    {
        inputPlayer.HelpingText.text = "Hold [" + inputPlayer._getItemKey + ']';

        inputPlayer._holdSlider.localScale = new Vector2(_force * 0.1f, 1); //сила показывается слайдером
        inputPlayer.HoldSliderParent.SetActive(_force > 0.005f);            // включаем если сила больше чем чуть чуть

        if (Input.GetMouseButton(2))
        {
            if (_force < 10)
            {
                _force += Time.deltaTime;
            }
        }
        else
        {
            if (_force > 0)
            {
                _force -= Time.deltaTime;
            }
        }

        if (Input.GetKey(inputPlayer._getItemKey))
        {
            inputPlayer.HoldObject(_myRb);
        }
        else
        {
            inputPlayer.CanHolding  = true;
            inputPlayer.IsStartHold = true;
            _myRb.useGravity        = true;
            _myRb.AddForce(inputPlayer.transform.forward * _force * 100);
            _force = 0;
            inputPlayer._holdSlider.localScale = new Vector2(_force * 0.1f, 1);
            inputPlayer.HoldSliderParent.SetActive(false);
        }
    }
 /// <summary>
 /// Returns the correct keycode based on the name and the InputPlayer
 /// </summary>
 /// <param name="keyName"></param>
 /// <param name="aPlayer">The player whos  code t o get</param>
 /// <returns></returns>
 public static KeyCode getGamepadButton(string keyName, InputPlayer aPlayer)
 {
     switch (aPlayer)
     {
         case InputPlayer.PLAYER_1:
             if (keyName == A)
             {
                 return KeyCode.Joystick1Button0;
             }
             else if (keyName == B)
             {
                 return KeyCode.Joystick1Button1;
             }
             else if (keyName == X)
             {
                 return KeyCode.Joystick1Button2;
             }
             else if (keyName == Y)
             {
                 return KeyCode.Joystick1Button3;
             }
             else if (keyName == LEFT_SHOULDER)
             {
                 return KeyCode.Joystick1Button4;
             }
             else if (keyName == RIGHT_SHOULDER)
             {
                 return KeyCode.Joystick1Button5;
             }
             else if (keyName == LEFT_STICK_IN)
             {
                 return KeyCode.Joystick1Button8;
             }
             else if (keyName == RIGHT_STICK_IN)
             {
                 return KeyCode.Joystick1Button9;
             }
             else if (keyName == BACK)
             {
                 return KeyCode.Joystick1Button6;
             }
             else if (keyName == START)
             {
                 return KeyCode.Joystick1Button7;
             }
             break;
         case InputPlayer.PLAYER_2:
             if (keyName == A)
             {
                 return KeyCode.Joystick2Button0;
             }
             else if (keyName == B)
             {
                 return KeyCode.Joystick2Button1;
             }
             else if (keyName == X)
             {
                 return KeyCode.Joystick2Button2;
             }
             else if (keyName == Y)
             {
                 return KeyCode.Joystick2Button3;
             }
             else if (keyName == LEFT_SHOULDER)
             {
                 return KeyCode.Joystick2Button4;
             }
             else if (keyName == RIGHT_SHOULDER)
             {
                 return KeyCode.Joystick2Button5;
             }
             else if (keyName == LEFT_STICK_IN)
             {
                 return KeyCode.Joystick2Button8;
             }
             else if (keyName == RIGHT_STICK_IN)
             {
                 return KeyCode.Joystick2Button9;
             }
             else if (keyName == BACK)
             {
                 return KeyCode.Joystick2Button6;
             }
             else if (keyName == START)
             {
                 return KeyCode.Joystick2Button7;
             }
             break;
         case InputPlayer.PLAYER_3:
             if (keyName == A)
             {
                 return KeyCode.Joystick3Button0;
             }
             else if (keyName == B)
             {
                 return KeyCode.Joystick3Button1;
             }
             else if (keyName == X)
             {
                 return KeyCode.Joystick3Button2;
             }
             else if (keyName == Y)
             {
                 return KeyCode.Joystick3Button3;
             }
             else if (keyName == LEFT_SHOULDER)
             {
                 return KeyCode.Joystick3Button4;
             }
             else if (keyName == RIGHT_SHOULDER)
             {
                 return KeyCode.Joystick3Button5;
             }
             else if (keyName == LEFT_STICK_IN)
             {
                 return KeyCode.Joystick3Button8;
             }
             else if (keyName == RIGHT_STICK_IN)
             {
                 return KeyCode.Joystick3Button9;
             }
             else if (keyName == BACK)
             {
                 return KeyCode.Joystick3Button6;
             }
             else if (keyName == START)
             {
                 return KeyCode.Joystick3Button7;
             }
             break;
         case InputPlayer.PLAYER_4:
             if (keyName == A)
             {
                 return KeyCode.Joystick4Button0;
             }
             else if (keyName == B)
             {
                 return KeyCode.Joystick4Button1;
             }
             else if (keyName == X)
             {
                 return KeyCode.Joystick4Button2;
             }
             else if (keyName == Y)
             {
                 return KeyCode.Joystick4Button3;
             }
             else if (keyName == LEFT_SHOULDER)
             {
                 return KeyCode.Joystick4Button4;
             }
             else if (keyName == RIGHT_SHOULDER)
             {
                 return KeyCode.Joystick4Button5;
             }
             else if (keyName == LEFT_STICK_IN)
             {
                 return KeyCode.Joystick4Button8;
             }
             else if (keyName == RIGHT_STICK_IN)
             {
                 return KeyCode.Joystick4Button9;
             }
             else if (keyName == BACK)
             {
                 return KeyCode.Joystick4Button6;
             }
             else if (keyName == START)
             {
                 return KeyCode.Joystick4Button7;
             }
             break;
         case InputPlayer.ANY:
             if (keyName == A)
             {
                 return KeyCode.JoystickButton0;
             }
             else if (keyName == B)
             {
                 return KeyCode.JoystickButton1;
             }
             else if (keyName == X)
             {
                 return KeyCode.JoystickButton2;
             }
             else if (keyName == Y)
             {
                 return KeyCode.JoystickButton3;
             }
             else if (keyName == LEFT_SHOULDER)
             {
                 return KeyCode.JoystickButton4;
             }
             else if (keyName == RIGHT_SHOULDER)
             {
                 return KeyCode.JoystickButton5;
             }
             else if (keyName == LEFT_STICK_IN)
             {
                 return KeyCode.JoystickButton8;
             }
             else if (keyName == RIGHT_STICK_IN)
             {
                 return KeyCode.JoystickButton9;
             }
             else if (keyName == BACK)
             {
                 return KeyCode.JoystickButton6;
             }
             else if (keyName == START)
             {
                 return KeyCode.JoystickButton7;
             }
             break;
     }
     return 0;
 }
Example #34
0
        protected override void onLoad()
        {
            m_PositiveKey = new InputKey(this, true);
            m_NegativeKey = new InputKey(this, false);
            #if UNITY_WEBPLAYER
            #if UNITY_EDITOR
            if (PlayerPrefs.HasKey(axisName + "_AxisName") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_AxisName");
            }
            if (PlayerPrefs.HasKey(axisName + "_Speed") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_Speed");
            }
            if (PlayerPrefs.HasKey(axisName + "_Reset") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_Reset");
            }
            if (PlayerPrefs.HasKey(axisName + "_DeviceType") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_DeviceType");
            }
            if (PlayerPrefs.HasKey(axisName + "_Player") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_Player");
            }
            if (PlayerPrefs.HasKey(axisName + "_p_input") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_p_input");
            }
            if (PlayerPrefs.HasKey(axisName + "_p_modifier") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_p_modifier");
            }
            if (PlayerPrefs.HasKey(axisName + "_n_input") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_n_input");
            }
            if (PlayerPrefs.HasKey(axisName + "_n_modifier") == false)
            {
                Debug.LogWarning("Missing key " + axisName + "_n_modifier");
            }
            #endif
            axisName = PlayerPrefs.GetString(axisName + "_AxisName");
            m_Speed = PlayerPrefs.GetFloat(axisName + "_Speed");
            m_ResetOnRelease = Convert.ToBoolean(PlayerPrefs.GetInt(axisName + "_Reset"));
            m_DeviceType = (InputDevice)PlayerPrefs.GetInt(axisName + "_DeviceType");
            m_Player = (InputPlayer)PlayerPrefs.GetInt(axisName + "_Player");

            m_PositiveKey.input = PlayerPrefs.GetString(axisName + "_p_input");
            m_PositiveKey.modifier = (KeyCode)PlayerPrefs.GetInt(axisName + "_p_modifier");

            m_NegativeKey.input = PlayerPrefs.GetString(axisName + "_n_input");
            m_NegativeKey.modifier = (KeyCode)PlayerPrefs.GetInt(axisName + "_n_modifier");
            #else
            axisName = getData<string>("AxisName");
            m_Speed = getData<float>("Speed");
            m_ResetOnRelease = getData<bool>("Reset");
            m_DeviceType = (InputDevice)getData<int>("DeviceType");
            m_Player = (InputPlayer)getData<int>("Player");

            m_PositiveKey.input = getData<string>("p_input");
            m_PositiveKey.modifier = (KeyCode)getData<int>("p_modifier");

            m_NegativeKey.input = getData<string>("n_input");
            m_NegativeKey.modifier = (KeyCode)getData<int>("n_modifier");
            #endif
        }
        private bool internal_GetButtonUp(string aName, InputPlayer aPlayer)
        {
            int hits = 0;
            bool exists = false;
            for (int i = 0; i < m_Axis.Count; i++)
            {
                if (m_Axis[i] == null)
                {
                    continue;
                }
                if (m_Axis[i].name == aName && (aPlayer == InputPlayer.ANY || aPlayer == m_Axis[i].player))
                {
                    if (m_Axis[i].buttonUp)
                    {
                        hits++;
                    }
                    exists = true;
                }
            }

            if (exists == false)
            {
                Debug.LogWarning("Axis \'" + aName + "\' not setup");
                return false;
            }
            return hits > 0;
        }
        private float internal_GetAxis(string aName, InputPlayer aPlayer)
        {
            float value = 0.0f;
            int hits = 0;

            for (int i = 0; i < m_Axis.Count; i++)
            {
                if (m_Axis[i] == null)
                {
                    continue;
                }


                if (m_Axis[i].name == aName && (aPlayer == InputPlayer.ANY || aPlayer == m_Axis[i].player))
                {
                    value += m_Axis[i].currentValue;
                    hits++;
                }
            }

            if (hits == 0)
            {
                Debug.LogWarning("Axis \'" + aName + "\' not setup");
                return 0.0f;
            }
            return Mathf.Clamp(value, -1.0f, 1.0f);
        }