Example #1
0
        /// <summary>
        ///		Handles player input, so we can determine what buttons are pressed by the client.
        /// </summary>
        /// <param name="message"></param>
        public override void HandleMcpePlayerInput(McpePlayerInput message)
        {
            // SendMessage($"MX: {message.motionX} MZ: {message.motionZ} Flag1: {message.flag1} Flag2: {message.flag2}");
            if (CapturePlayerInputMode)
            {
                if (message.motionX > 0)
                {
                    _inputStates[PlayerInput.A] = PlayerInputState.Down;
                    _inputStates[PlayerInput.D] = PlayerInputState.Up;
                }
                else if (message.motionX < 0)
                {
                    _inputStates[PlayerInput.A] = PlayerInputState.Up;
                    _inputStates[PlayerInput.D] = PlayerInputState.Down;
                }
                else
                {
                    _inputStates[PlayerInput.A] = PlayerInputState.Up;
                    _inputStates[PlayerInput.D] = PlayerInputState.Up;
                }

                if (message.motionZ > 0)
                {
                    _inputStates[PlayerInput.W] = PlayerInputState.Down;
                    _inputStates[PlayerInput.S] = PlayerInputState.Up;
                }
                else if (message.motionZ < 0)
                {
                    _inputStates[PlayerInput.W] = PlayerInputState.Up;
                    _inputStates[PlayerInput.S] = PlayerInputState.Down;
                }
                else
                {
                    _inputStates[PlayerInput.W] = PlayerInputState.Up;
                    _inputStates[PlayerInput.S] = PlayerInputState.Up;
                }
            }
            base.HandleMcpePlayerInput(message);
        }
 public void HandleMcpePlayerInput(McpePlayerInput message)
 {
     WritePackage(message);
 }
Example #3
0
 public void HandleMcpePlayerInput(McpePlayerInput message)
 {
 }