GetControl() public method

public GetControl ( Enum inputControlType, int player = -1 ) : InputControl
inputControlType System.Enum
player int
return InputControl
Example #1
0
        public void Update( IEnumerable<FTouch> touches, InputDevice device, float updateTime )
        {
            foreach (var touch in touches)
            {
                UpdateWithTouch( touch );
            }

            device.GetControl( xAxis ).UpdateWithValue( value.x, updateTime );
            device.GetControl( yAxis ).UpdateWithValue( value.y, updateTime );

            alpha = Mathf.MoveTowards( alpha, touchId == -1 ? 0.5f : 1.0f, 1.0f / 15.0f );

            headSprite.SetPosition( delta );
        }
        public void Update(IEnumerable <FTouch> touches, InputDevice device, float updateTime)
        {
            foreach (var touch in touches)
            {
                UpdateWithTouch(touch);
            }

            device.GetControl(xAxis).UpdateWithValue(value.x, updateTime);
            device.GetControl(yAxis).UpdateWithValue(value.y, updateTime);

            alpha = Mathf.MoveTowards(alpha, touchId == -1 ? 0.5f : 1.0f, 1.0f / 15.0f);

            headSprite.SetPosition(delta);
        }
 void Update() {
     //Check for A button to change scene to correct boss
     inputDevice = InputManager.ActiveDevice;
     if(Input.GetKeyDown(KeyCode.A) || inputDevice.GetControl(InputControlType.Action1).WasPressed){
         GameController.LoadLastScene();
     }
 }
Example #4
0
    //Check for interact
    void OnTriggerStay(Collider c)
    {
        InControl.InputDevice input = InControl.InputManager.ActiveDevice;

        if (c.transform.tag == "Interactable" && (input.GetControl(InControl.InputControlType.Action1) || input.GetControl(InControl.InputControlType.Action3) || Input.GetKeyDown(KeyCode.X) || Input.GetKeyDown(KeyCode.Space)))
        {
            c.GetComponent <iInteractable>().Use(this.gameObject);
        }
    }
		public override float GetValue( InputDevice inputDevice )
		{
			if (inputDevice == null)
			{
				return 0.0f;
			}

			return inputDevice.GetControl( Control ).Value;
		}
Example #6
0
        public override bool GetState(InputDevice inputDevice)
        {
            if (inputDevice == null)
            {
                return(false);
            }

            return(inputDevice.GetControl(Control).State);
        }
		public override bool GetState( InputDevice inputDevice )
		{
			if (inputDevice == null)
			{
				return false;
			}

			return inputDevice.GetControl( Control ).State;
		}
Example #8
0
        public override float GetValue(InputDevice inputDevice)
        {
            if (inputDevice == null)
            {
                return(0.0f);
            }

            return(inputDevice.GetControl(Control).Value);
        }
        internal float GetValue(InputDevice device)
        {
            if (device == null)
            {
                return(0f);
            }
            float value = device.GetControl(Control).Value;

            return(InputRange.Remap(value, SourceRange, InputRangeType.ZeroToOne));
        }
        public void Update(IEnumerable <FTouch> touches, InputDevice device, float updateTime)
        {
            value = 0.0f;

            foreach (var touch in touches)
            {
                UpdateWithTouch(touch);
            }

            device.GetControl(controlType).UpdateWithValue(value, updateTime);

            alpha = Mathf.MoveTowards(alpha, value > 0.0f ? 1.0f : 0.5f, 1.0f / 15.0f);
        }
Example #11
0
 public static void CheckButtonEvents(IC.InputControlType type,
                                      IC.InputDevice device,
                                      GameObject player,
                                      Message?pressedEvent  = null,
                                      Message?releasedEvent = null)
 {
     if (device != null)
     {
         IC.InputControl button = device.GetControl(type);
         SendButtonEvent(button.WasPressed, button.WasReleased,
                         player, pressedEvent, releasedEvent);
     }
 }
Example #12
0
        public void Update( IEnumerable<FTouch> touches, InputDevice device, float updateTime )
        {
            value = 0.0f;

            foreach (var touch in touches)
            {
                UpdateWithTouch( touch );
            }

            device.GetControl( controlType ).UpdateWithValue( value, updateTime );

            alpha = Mathf.MoveTowards( alpha, value > 0.0f ? 1.0f : 0.5f, 1.0f / 15.0f );
        }
 void Update() {
     //Check for A button to change scene to correct boss
     inputDevice = InputManager.ActiveDevice;
     if(Input.GetKeyDown(KeyCode.A) || inputDevice.GetControl(InputControlType.Action1).WasPressed){
         if(bossNum == 1){
             SceneManager.LoadScene("Boss - Aggression");
         }
         else if(bossNum == 2){
             SceneManager.LoadScene("Boss - Serenity");
         }
         else{
             SceneManager.LoadScene("Boss - Greed");
         }
     }
 }
 public override bool GetState(InputDevice inputDevice)
 {
     return(inputDevice?.GetControl(Control).State ?? false);
 }
 public override float GetValue(InputDevice inputDevice)
 {
     return(inputDevice?.GetControl(Control).Value ?? 0f);
 }
Example #16
0
    public void UpdateControls()
    {
        if (inControlDevice == null || controllerId == -1)
        {
            if (INPUTS_TABLE_DEBUG)
            {
                Debug.Log("Unmapped controller");
            }
            return;
        }
        else
        {
            LeftAnalogForwardAxis = inControlDevice.GetControl(InControl.InputControlType.LeftStickY).RawValue;
            LeftAnalogStrafeAxis  = inControlDevice.GetControl(InControl.InputControlType.LeftStickX).RawValue;
            RightAnalogXAxis      = inControlDevice.GetControl(InControl.InputControlType.RightStickX).RawValue;
            RightAnalogYAxis      = inControlDevice.GetControl(InControl.InputControlType.RightStickY).RawValue;

            DashDown    = (inControlDevice.GetControl(InControl.InputControlType.RightBumper).IsPressed);
            DashPressed = (inControlDevice.GetControl(InControl.InputControlType.RightBumper).WasPressed);

            PauseDown    = inControlDevice.GetControl(InControl.InputControlType.Start).IsPressed;
            PausePressed = inControlDevice.GetControl(InControl.InputControlType.Start).WasPressed;

            AttackSphereDown     = (inControlDevice.GetControl(InControl.InputControlType.LeftBumper).IsPressed);
            AttackSpherePressed  = (inControlDevice.GetControl(InControl.InputControlType.LeftBumper).WasPressed);
            AttackSphereReleased = (inControlDevice.GetControl(InControl.InputControlType.LeftBumper).WasReleased);

            if (INPUTS_TABLE_DEBUG)
            {
                Debug.Log("------------ INPUT DEBUG ------------");
                Debug.Log("LeftAnalogForwardAxis : " + LeftAnalogForwardAxis);
                Debug.Log("LeftAnalogStrafeAxis : " + LeftAnalogStrafeAxis);
                //Debug.Log("RightAnalogXAxis : " + RightAnalogXAxis);
                //Debug.Log("RightAnalogYAxis : " + RightAnalogYAxis);
                //Debug.Log("Dash : " + Dash);
                //Debug.Log("Pause : " + Pause);
            }
        }
    }
Example #17
0
    // Check for pause and select button press
    void Update()
    {
        InControl.InputDevice input = InControl.InputManager.ActiveDevice;

        if ((Input.GetKeyDown(KeyCode.Escape) || input.GetControl(InControl.InputControlType.Start)) && m_state.Peek() == State.InGame)
        {
            m_state.Push(State.Pause);
            m_inGameUI.SetActive(false);
            m_pauseMenuUI.SetActive(true);
            m_pauseMenuUI.GetComponentInChildren <Button>().Select();//Set selected (random first button)
            Pause();
        }

        else if ((Input.GetKeyDown(KeyCode.Tab) || input.GetControl(InControl.InputControlType.Select) || input.GetControl(InControl.InputControlType.DPadDown)) && m_state.Peek() == State.InGame)
        {
            m_state.Push(State.Upgrades);
            m_inGameUI.SetActive(false);
            m_mutagenMenuUI.SetActive(true);
            m_mutagenMenuUI.GetComponentInChildren <Button>().Select();//Set selected (random first button)
            Pause();
        }

        else if ((Input.GetKeyDown(KeyCode.Escape) || input.GetControl(InControl.InputControlType.Action2)) && (m_state.Peek() == State.Upgrades || m_state.Peek() == State.Settings || m_state.Peek() == State.Pause))
        {
            m_state.Pop(); //Out of upgrades/options to inGame
            if (m_state.Peek() == State.Title)
            {
                m_titleMenuUI.SetActive(true);
                m_settingsUI.SetActive(false);
            }
            else if (m_state.Peek() == State.Pause)
            {
                m_pauseMenuUI.SetActive(true);
                m_settingsUI.SetActive(false);
            }
            else
            {
                m_inGameUI.SetActive(true);
                //set all possibilities to false
                m_mutagenMenuUI.SetActive(false);
                m_scrapMenuUI.SetActive(false);
                m_pauseMenuUI.SetActive(false);
                m_settingsUI.SetActive(false);
                //Unpause
                UnPause();
            }
        }
        else if ((Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.A) || input.GetControl(InControl.InputControlType.LeftBumper) || input.GetControl(InControl.InputControlType.RightBumper)) && !m_menuSwitch && m_state.Peek() == State.Upgrades)
        {
            m_menuSwitch = true;
            ScrapMutaMenuToggle();
        }
        else if (!input.GetControl(InControl.InputControlType.LeftBumper) && !input.GetControl(InControl.InputControlType.RightBumper) && m_menuSwitch)
        {
            m_menuSwitch = false;
        }
        if (m_state.Peek() == State.InGame)
        {
            m_timer += Time.deltaTime;
        }
    }
		bool IsPressed( InputControlType control, InputDevice device )
		{
			return IsPressed( device.GetControl( control ) );
		}
Example #19
0
    // Update is called once per frame
    void Update()
    {
        InControl.InputDevice input = InControl.InputManager.ActiveDevice;
        //Input
        //Works with both WASD and Left joystick
        Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")) * m_speed;

        if (move.sqrMagnitude >= m_speed * m_speed)
        {
            move = move.normalized * m_speed;
        }
        //No controller
        //if (input == InControl.InputDevice.Null) {
        transform.LookAt(GetMouseToPlayerPlanePoint());     //look at mouse
        //}
        //Joystick
        if (input.GetControl(InControl.InputControlType.RightStickX) != 0 || input.GetControl(InControl.InputControlType.RightStickY) != 0)
        {
            float heading = Mathf.Atan2(input.GetControl(InControl.InputControlType.RightStickX), input.GetControl(InControl.InputControlType.RightStickY)) * Mathf.Rad2Deg;
            transform.rotation = Quaternion.Euler(0f, heading, 0f);
        }
        else
        {
        }


        //Moving back or forward for animation blending EXPAND to side ways as well
        if (Vector3.Dot(transform.forward, move) < 0)
        {
            m_animator.SetFloat("Speed", -move.magnitude / m_speed);//Backwards
        }
        else
        {
            m_animator.SetFloat("Speed", move.magnitude / m_speed);
        }
        //Keep grounded
        if (!m_controller.isGrounded)
        {
            //fall
            move.y += Physics.gravity.y * 10 * Time.deltaTime;
        }
        else
        {
            move.y = 0;
        }

        //Move using controller
        m_controller.Move(move * Time.deltaTime);

        //Range shoot input. only will do another action if in Movement (not doing other actions)
        if (m_animator.GetCurrentAnimatorStateInfo(1).IsName("UpperBody.Movement"))
        {
            if ((input.GetControl(InControl.InputControlType.LeftTrigger) > 0 || Input.GetMouseButtonDown(0)) && m_rangeTimer >= m_rangeCooldown && m_bulletPrefabs.Count > 0 && m_bulletExitPos != null)
            {
                m_animator.SetTrigger("Shoot");
                HideMelee();
                ShowRange();

                //CreateBullet();//Animator now calls it
                m_rangeTimer = 0;
            }//Melee
            else if ((input.GetControl(InControl.InputControlType.RightTrigger) > 0 || Input.GetMouseButtonDown(1)) && m_meleeTimer >= m_meleeCooldown)
            {
                m_animator.SetTrigger("Melee");


                //Hit check Animator calls the function now
                // MeleeSwing();
                //Set timer to 0
                m_meleeTimer = 0;
            }
            else if ((input.GetControl(InControl.InputControlType.LeftBumper).IsPressed || Input.GetKeyDown(KeyCode.Q)) && m_blockTimer >= m_blockCooldown)
            {
                //Blocking
                GameObject spawn = Instantiate <GameObject>(m_defEffPrefab, transform.position, transform.rotation);
                spawn.GetComponent <EffectDestroy>().m_duration = m_blockDuration;
                spawn.transform.parent = this.transform;
                m_animator.SetTrigger("Block");
                m_incomeDamMod -= m_blockChange; //drop the mod
                m_blockCounter  = 0.01f;         //Counts up to duration MATCH WITH ANIMATION?
                m_blockTimer    = 0;             //Cooldown
            }
            else if ((input.GetControl(InControl.InputControlType.RightBumper).IsPressed || Input.GetKeyDown(KeyCode.E)) && GameManager.Instance.MutaGenAmount() > m_healCost && m_healTimer > m_healCooldown)
            {
                //Heal
                GameObject spawn = Instantiate <GameObject>(m_healEffPrefab, transform.position, transform.rotation);
                spawn.GetComponent <EffectDestroy>().m_duration = 1.0f;
                spawn.transform.parent = this.transform;
                IncreaseCurrentHP(m_healAmount);
                GameManager.Instance.ChangeMutaGen(-m_healCost);
                m_healTimer = 0;
                //Create glow or something?
            }
            else if ((input.GetControl(InControl.InputControlType.Action4) || Input.GetAxis("Mouse ScrollWheel") != 0 || Input.GetKeyDown(KeyCode.R)))
            {
                //Cycle through weapons
                m_bulletIndex++;
                if (m_bulletIndex >= m_bulletPrefabs.Count)
                {
                    m_bulletIndex = 0;                                         //Cycle
                }
            }
        }
        Debug.Log(m_animator.GetCurrentAnimatorStateInfo(1).IsName("UpperBody.Movement"));
        //Timers
        if (m_rangeTimer < m_rangeCooldown)
        {
            m_rangeTimer += Time.deltaTime;
        }
        if (m_meleeTimer < m_meleeCooldown)
        {
            m_meleeTimer += Time.deltaTime;
        }
        if (m_blockTimer < m_blockCooldown)
        {
            m_blockTimer += Time.deltaTime;
        }
        //If not 0 increase until hits duration
        if (m_blockCounter > 0 && m_blockCounter < m_blockDuration)
        {
            m_blockCounter += Time.deltaTime;
        }
        //If its out of duration set block damage back to normal
        if (m_blockCounter >= m_blockDuration)
        {
            m_incomeDamMod += m_blockChange;//reset modifier
            m_blockCounter  = 0.0f;
        }
        if (m_healTimer < m_healCooldown)
        {
            m_healTimer += Time.deltaTime;
        }
    }
 bool IsPressed(InputControlType control, InputDevice device)
 {
     return(device.GetControl(control).IsPressed);
 }
    void refreshControls()
    {
        idevice = InputManager.ActiveDevice;

        ctrl_Jump = idevice.GetControl(InputControlType.Action1);
        ctrl_LeftStickX = idevice.GetControl(InputControlType.LeftStickX);
        ctrl_LeftStickY = idevice.GetControl(InputControlType.LeftStickY);
        ctrl_Select = idevice.GetControl(InputControlType.Select);
        ctrl_Start = idevice.GetControl(InputControlType.Start);
        ctrl_RightBumper = idevice.GetControl(InputControlType.RightBumper);
        ctrl_RightJoystickButton = idevice.GetControl(InputControlType.RightStickButton);
        ctrl_O = idevice.GetControl(InputControlType.Action2);
    }