Example #1
0
        /// <summary>
        /// When the user interface input signal.
        /// </summary>
        /// <param name="aUIInputType">A user interface input type.</param>
        private void _onUIInputChangedSignal(UIInputVO aUIInputVO)
        {
            //
            if (aUIInputVO.uiInputEventType == UIInputEventType.DownEnter)
            {
                //KEYDOWN
                switch (aUIInputVO.keyCode)
                {
                case KeyCode.LeftArrow:
                case KeyCode.RightArrow:
                case KeyCode.Return:
                    soundPlaySignal.Dispatch(new SoundPlayVO(SoundType.BUTTON_CLICK));
                    _doResetGame();
                    break;
                }
            }
            else if (aUIInputVO.uiInputEventType == UIInputEventType.DownExit)
            {
            }
            else if (aUIInputVO.uiInputEventType == UIInputEventType.DownStay)
            {
                //KEYSTAY
                switch (aUIInputVO.keyCode)
                {
                case KeyCode.UpArrow:
                    _doSendMove(new PlayerMoveVO(MoveType.UpOneTick, _PADDLE_MOVE_PER_TICK));
                    break;

                case KeyCode.DownArrow:
                    _doSendMove(new PlayerMoveVO(MoveType.DownOneTick, _PADDLE_MOVE_PER_TICK));
                    break;
                }
            }
        }
        //	PUBLIC


        // PRIVATE

        // PRIVATE STATIC

        // PRIVATE COROUTINE

        // PRIVATE INVOKE

        //--------------------------------------
        //  Events
        //--------------------------------------

        /// <summary>
        /// When the user interface input changed signal.
        /// </summary>
        /// <param name="">.</param>
        private void _onUIInputChangedSignal(UIInputVO aUIInputVO)
        {
            //USER CLICKED? - PLAY THE 'END'
            if (iGameModel.gameState == GameState.INTRO_START && !_wasClicked_boolean)
            {
                _wasClicked_boolean = true;
                view.doPlayAnimation(IntroUI.ANIMATION_NAME_INTRO_UI_END, 0, 0);
                soundPlaySignal.Dispatch(new SoundPlayVO(SoundType.BUTTON_CLICK));
                //
            }
        }
        // PUBLIC STATIC

        // PRIVATE
        /// <summary>
        /// Do update user interface input.
        ///
        /// NOTE: We get DownEnter and DownExit
        ///
        /// NOTE: We interpolate and SOMETIMES send DownStay
        ///
        ///
        /// </summary>
        /// <param name="aKeyCode">A key code.</param>
        /// <param name="aUIInputEventType">A user interface input event type.</param>
        protected void _doUpdateUIInput(KeyCode aKeyCode, UIInputEventType aUIInputEventType)
        {
            //CHECK OLD DATA
            UIInputVO newToSendUIInputVO = new UIInputVO(aKeyCode, aUIInputEventType);

            //STORE *ONLY* MOST RECENT PER KEYCODE
            _lastInputVOByKeycode_dictionary[newToSendUIInputVO.keyCode] = (newToSendUIInputVO);

            //ALWAYS SEND
            uiInputChangedSignal.Dispatch(newToSendUIInputVO);
        }
Example #4
0
        /// <summary>
        /// When the user interface input signal.
        /// </summary>
        /// <param name="aUIInputType">A user interface input type.</param>
        private void _onUIInputChangedSignal(UIInputVO aUIInputVO)
        {
            //
            if (aUIInputVO.uiInputEventType == UIInputEventType.DownEnter)
            {
                //KEYDOWN
                switch (aUIInputVO.keyCode)
                {
                case KeyCode.LeftArrow:
                case KeyCode.RightArrow:
                    soundPlaySignal.Dispatch(new SoundPlayVO(SoundType.BUTTON_CLICK));
                    break;

                case KeyCode.Space:
                    _doSendMove(new TurretMoveVO(MoveType.FiringStart));
                    break;

                case KeyCode.Return:
                    soundPlaySignal.Dispatch(new SoundPlayVO(SoundType.BUTTON_CLICK));
                    _doResetGame();
                    break;
                }
            }
            else if (aUIInputVO.uiInputEventType == UIInputEventType.DownExit)
            {
                //KEYUP
                switch (aUIInputVO.keyCode)
                {
                case KeyCode.Space:
                    turretDoMoveSignal.Dispatch(new TurretMoveVO(MoveType.FiringStop));
                    break;
                }
            }
            else if (aUIInputVO.uiInputEventType == UIInputEventType.DownStay)
            {
                //KEYSTAY
                switch (aUIInputVO.keyCode)
                {
                case KeyCode.LeftArrow:
                    _doSendMove(new TurretMoveVO(MoveType.LeftOneTick, _TURRET_ROTATION_PER_CLICK));
                    break;

                case KeyCode.RightArrow:
                    _doSendMove(new TurretMoveVO(MoveType.RightOneTick, _TURRET_ROTATION_PER_CLICK));
                    break;
                }
            }
        }