protected override void Update(GameTime gameTime) { CurrentGameTime = gameTime; InputKeyboard.UpdateState(); InputMouse.UpdateState(); if (InputKeyboard.KeyNowPressed(Keys.I)) { StatusText.DrawStatus = !StatusText.DrawStatus; } if (InputKeyboard.KeyNowPressed(Keys.H)) { StatusText.DrawControls = !StatusText.DrawControls; } StatusText.Update(); ManipulationMenu.Update(); if (Pause) { PausedActions(); } else { RunningActions(); } CamControl.Update(); }
private void UniverseSaveLoad() { for (int i = 0; i < GameGlobals.MaxUniverseCount; i++) { if (InputKeyboard.KeyNowPressed(Keys.D1 + i)) { if (InputKeyboard.KeyCurrentlyPressed(Keys.LeftControl)) { Parent.CopyUniverse(CurrentUniverse, i); } else { Parent.QuickLoadUniverse(i); } } } if (InputKeyboard.KeyNowPressed(Keys.P)) { FileAdapter.WriteUniverseToFile(CurrentUniverse); } if (InputKeyboard.KeyNowPressed(Keys.L)) { Parent.FileLoadUniverse(CurrentUniverse.ID); } }
private void Start() { ZoneObjects = new List <GameObject>(); Guesster = FindObjectOfType <Guesster>(); currentState = State.INITIAL; IK = FindObjectOfType <InputKeyboard>(); }
private void DistributionSelection() { if (InputKeyboard.KeyNowPressed(Keys.Y)) { Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.Sequence; } else if (InputKeyboard.KeyNowPressed(Keys.X)) { Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.ParallelLoop; } else if (InputKeyboard.KeyNowPressed(Keys.C)) { Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.Modulo; } else if (InputKeyboard.KeyNowPressed(Keys.V)) { Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.LockedRRT; } else if (InputKeyboard.KeyNowPressed(Keys.B)) { Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.SyncedRRT; } else if (InputKeyboard.KeyNowPressed(Keys.N)) { Parent.MultiProcessing.Distribution = EngineComponents.MultiProcessingUnit.DistributionMode.OpenCL; } }
private void PausedActions() { if (InputKeyboard.KeyNowPressed(Keys.Escape)) { CurrentUniverse.ClearPlanets(); } BuilderMenu.Update(); }
private void Start() { uiStats = GetComponent <UI.Stats>(); uiLog = GetComponent <UI.Log>(); uiInventory = GetComponent <UI.Inventory>(); inputKeyboard = GetComponent <InputKeyboard>(); game = new Game(this); game.Run(); }
public void Capture() { CreateInputDevices(); InputKeyboard.Capture(); InputMouse.Capture(); if (InputJoyStick != null) { InputJoyStick.Capture(); } }
/// <summary> /// Get plane number corresponds to keyboard and mode. /// Return -1 if no plane exists. /// </summary> /// <param name="keyboard">Keyboard</param> /// <param name="mode">Mode</param> /// <returns></returns> public int GetPlane(InputKeyboard keyboard, string mode) { if (keyboard.Author == "Denasu System") { if (keyboard.Name == "101 Keyboard") { return(0); } } return(-1); }
/** * Creates a player with the given settings at the given position */ public GameObject CreatePlayer(Vector3 pos, PlayerSettings settings) { // Create the player GameObject player = Instantiate(prefab, pos, Quaternion.identity); PlayerLimbs limbs = player.GetComponent <PlayerLimbs> (); // Setting the player customisation using player limbs GameObject hat = skins.hats [settings.indices.hatIndex]; GameObject playerHat = Instantiate(hat, limbs.head.transform.position, limbs.head.transform.rotation); playerHat.transform.parent = limbs.head.transform; Mesh lance = skins.lances [settings.indices.lanceIndex].GetComponentInChildren <MeshFilter>().sharedMesh; Mesh playerLance = Instantiate(lance); limbs.lance.GetComponent <MeshFilter> ().sharedMesh = playerLance; player.GetComponent <PlayerLimbs> ().character.GetComponent <Renderer> ().material = skins.outfits [settings.indices.outfitIndex]; PlayerInput input = new InputKeyboard(); switch (settings.input) { case InputType.Keyboard: input = new InputKeyboard(); (input as InputKeyboard).RefreshInputs(settings.keyboardID); break; case InputType.Mouse: input = new InputMouse(); break; case InputType.Controller: input = new InputController(); (input as InputController).RefreshInputs(settings.controllerID); break; } // Tell the movement script to add the appropriate input type PlayerMovement m = player.GetComponentInChildren <PlayerMovement>(); m.SetInput(input); m.settings = settings; //CurrentPrefab.GetComponentInChildren<SetMaterial>().setMat(newMat); return(player); }
// Start is called before the first frame update void Start() { Beholder = null; if (GameData.Data == null) { Debug.LogError("GameData not found"); } inputKeyboard = GetComponent <InputKeyboard>(); messageView = GetComponent <MessageView>(); deathPane = GameObject.Find("DeathPane"); deathPane.SetActive(false); BeginGame(); }
static void Init() { inputs = new InputType[PLAYERS_COUNT]; for (int a = 0; a < PLAYERS_COUNT; a++) { inputs[a] = new InputKeyboard(a); } if (Data.Instance.switchPlayerInputs) { InputType inputs0 = inputs[0]; InputType inputs1 = inputs[1]; inputs[0] = inputs[2]; inputs[1] = inputs[3]; inputs[2] = inputs0; inputs[3] = inputs1; } initialized = true; }
/// <summary> /// Build automaton from word string /// </summary> /// <param name="word">Word string</param> /// <param name="keyboard">Keyboard</param> /// <returns>Automaton</returns> public virtual InputAutomaton ToAutomaton(string s, InputKeyboard keyboard) { InputAutomaton start = new InputAutomaton(); InputAutomaton current = start; // You can input any character with "a" key! for (int i = 0; i < s.Length; i++) { var newAutomaton = new InputAutomaton(); current.SetConnect((int)WTKeyCode.A, new InputAutomaton.Connect() { Automaton = newAutomaton, Character = "a", Flags = Ope_NO_XN, }); current = newAutomaton; } return(start); }
private void UniverseManipulation() { if (InputKeyboard.KeyNowPressed(Keys.Add)) { GameGlobals.SimulationSpeedMuliplicator += GameGlobals.SimulationSpeedStep; } if (InputKeyboard.KeyNowPressed(Keys.Subtract)) { GameGlobals.SimulationSpeedMuliplicator -= GameGlobals.SimulationSpeedStep; } if (GameGlobals.SimulationSpeedMuliplicator < 1F) { GameGlobals.SimulationSpeedMuliplicator = 1F; } if (InputKeyboard.KeyNowPressed(Keys.R)) { Parent.ResetCurrentUniverse(); } if (InputKeyboard.KeyNowPressed(Keys.Space)) { Parent.Pause = !Parent.Pause; if (Parent.Pause) { Parent.ResetBuildMenu(); } } if (InputKeyboard.KeyNowPressed(Keys.F)) { CurrentUniverse.CreateRandomField(); } }
protected override void Initialize() { SpriteBatch = new SpriteBatch(GraphicsDevice); graphics.PreferredBackBufferWidth = ScreenWidth; graphics.PreferredBackBufferHeight = ScreenHeight; #if !DEBUG graphics.IsFullScreen = true; #endif graphics.ApplyChanges(); InputKeyboard.Initialize(); InputMouse.Initialize(); StatusText = new StatusText(this); ManipulationMenu = new ManipulationMenu(this); CamControl = new CameraControl(this); BuilderMenu = new BuildMenu(this); m_universes[0] = new Universe(this, 0); CurrentUniverse = m_universes[0]; base.Initialize(); }
private void CheckCameraPosition() { float speed = (float)Parent.CurrentGameTime.ElapsedGameTime.TotalMilliseconds / Camera.Zoom; if (InputKeyboard.KeyCurrentlyPressed(Keys.A)) { ApplyCameraChanges(new Vector2(-speed, 0)); } if (InputKeyboard.KeyCurrentlyPressed(Keys.D)) { ApplyCameraChanges(new Vector2(speed, 0)); } if (InputKeyboard.KeyCurrentlyPressed(Keys.W)) { ApplyCameraChanges(new Vector2(0, -speed)); } if (InputKeyboard.KeyCurrentlyPressed(Keys.S)) { ApplyCameraChanges(new Vector2(0, speed)); } }
public bool IsKeyDown(KeyCode keyCode) { return(InputKeyboard == null ? false : InputKeyboard.IsKeyDown(keyCode)); }
void Awake() { Instance = this; }