private void Awake() { m_cheatConsole = GetComponent <CheatConsole>(); m_controls = new MasterControls(); // Toggle m_controls.Console.ToggleConsole.performed += _ => m_cheatConsole.OnToggleDebug(); // Handle input m_controls.Console.HandleInput.performed += _ => m_cheatConsole.OnReturn(); // Switch commands m_controls.Console.SwitchCommands.performed += ctx => HandleArrowKeys(ctx.ReadValue <float>()); m_controls.Console.Enable(); }
private static void CreatePlayers() { // Control configuration is loaded and then players are created MasterControls.LoadControllers(); all = new List <Player> (2) { new Player(MasterControls.controllers[0]), new Player(MasterControls.controllers[1]) }; // Default player characters all[0].name = "Ciruelo"; all[0].playingAs = Characters.Milton; all[1].name = "Lentejo"; all[1].playingAs = Characters.Lilith; }
void Start() { GameObject controller = GameObject.Find("GameController"); controls = controller.GetComponent <MasterControls>(); }
public MenuActions(MasterControls wrapper) { m_Wrapper = wrapper; }
public GameplayActions(MasterControls wrapper) { m_Wrapper = wrapper; }
private void Awake() { m_player = GetComponent <Player>(); m_player.m_playerNumber = m_playerNumber; m_controls = new MasterControls(); if (Gamepad.all.Count < m_playerNumber + 1) { Debug.Log("No gamepad available for player " + m_playerNumber); m_controls.devices = new[] { Keyboard.all[0] }; } else { Debug.Log("Gamepad available for player " + m_playerNumber); m_controls.devices = new[] { Gamepad.all[m_playerNumber], Keyboard.all[0] }; } // Movement m_controls.Player.Movement.performed += ctx => m_player.m_moveDirection = ctx.ReadValue <Vector2>(); m_controls.Player.Movement.canceled += ctx => m_player.m_moveDirection = ctx.ReadValue <Vector2>(); // Attack m_attack = GetComponent <ExampleAttack>(); if (m_attack) { m_controls.Player.Attack.performed += _ => m_attack.Attack(); } // Revive m_controls.Player.Revive.performed += _ => StartCoroutine(m_player.TryRevive()); m_controls.Player.Revive.canceled += _ => m_player.StopReviving(); // Card selection m_controls.Player.CardSelection.performed += ctx => ChangeCardSelection(ctx.ReadValue <float>()); // Play card m_controls.Player.PlayCard.performed += _ => m_player.AttemptPlaceCard(CardManager.GetSelectedCard(m_playerNumber)); // Keyboard if (m_playerNumber == 0) { // Movement m_controls.Player1Keyboard.Movement.performed += ctx => m_player.m_moveDirection = ctx.ReadValue <Vector2>(); m_controls.Player1Keyboard.Movement.canceled += ctx => m_player.m_moveDirection = ctx.ReadValue <Vector2>(); // Attack m_attack = GetComponent <ExampleAttack>(); if (m_attack) { m_controls.Player1Keyboard.Attack.performed += _ => m_attack.Attack(); } // Revive m_controls.Player1Keyboard.Revive.performed += _ => StartCoroutine(m_player.TryRevive()); m_controls.Player1Keyboard.Revive.canceled += _ => m_player.StopReviving(); // Card selection m_controls.Player1Keyboard.CardSelection.performed += ctx => ChangeCardSelection(ctx.ReadValue <float>()); // Play card m_controls.Player1Keyboard.PlayCard.performed += _ => m_player.AttemptPlaceCard(CardManager.GetSelectedCard(m_playerNumber)); m_controls.Player1Keyboard.Enable(); } else // Player 2 { // Movement m_controls.Player2Keyboard.Movement.performed += ctx => m_player.m_moveDirection = ctx.ReadValue <Vector2>(); m_controls.Player2Keyboard.Movement.canceled += ctx => m_player.m_moveDirection = ctx.ReadValue <Vector2>(); // Attack m_attack = GetComponent <ExampleAttack>(); if (m_attack) { m_controls.Player2Keyboard.Attack.performed += _ => m_attack.Attack(); } // Revive m_controls.Player2Keyboard.Revive.performed += _ => StartCoroutine(m_player.TryRevive()); m_controls.Player2Keyboard.Revive.canceled += _ => m_player.StopReviving(); // Card selection m_controls.Player2Keyboard.CardSelection.performed += ctx => ChangeCardSelection(ctx.ReadValue <float>()); // Play card m_controls.Player2Keyboard.PlayCard.performed += _ => m_player.AttemptPlaceCard(CardManager.GetSelectedCard(m_playerNumber)); m_controls.Player2Keyboard.Enable(); } m_controls.Player.Enable(); }