Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        if (controlls.joinAction.wasJustPressed)
        {
            List <InputDevice> devices = playerInput.handle.GetActions(controlls.actionMap).GetCurrentlyUsedDevices();

            PlayerHandle handle = players[joinedPlayers].handle;

            string name = "unassigned";
            foreach (var device in devices)
            {
                handle.AssignDevice(device, true);
                name = device.deviceName;
                print(name);
            }
            players[joinedPlayers].GetComponent <PlayerMovement>().Assign(name);
            joinedPlayers++;
        }
    }
Exemple #2
0
    public void Update()
    {
        // Listen to if the join button was pressed on a yet unassigned device.
        if (joinAction.control.wasJustPressed)
        {
            // These are the devices currently active in the global player handle.
            List <InputDevice> devices = globalHandle.GetActions(joinAction.action.actionMap).GetCurrentlyUsedDevices();

            PlayerHandle handle = PlayerHandleManager.GetNewPlayerHandle();
            for (int i = 0; i < devices.Count; i++)
            {
                handle.AssignDevice(devices[i]);
            }

            playerPrefab.SetPlayerHandleMaps(handle);
            for (int i = 0; i < handle.maps.Count; i++)
            {
                // Activate the ActionMap that is used to join,
                // disregard active state from ActionMapSlots for now (wait until instantiating player).
                var map = handle.maps[i];
                map.active = (map.actionMap == joinAction.action.actionMap);
            }

            players.Add(new PlayerInfo(handle, joinAction, leaveAction));
        }

        int readyCount = 0;

        for (int i = players.Count - 1; i >= 0; i--)
        {
            var player = players[i];
            if (!player.ready)
            {
                if (player.joinControl.wasJustPressed)
                {
                    player.ready = true;
                }
                if (player.leaveControl.wasJustPressed)
                {
                    player.playerHandle.Destroy();
                    players.Remove(player);
                    continue;
                }
            }
            else
            {
                if (player.joinControl.wasJustPressed || player.leaveControl.wasJustPressed)
                {
                    player.ready = false;
                }
            }
            if (player.ready)
            {
                readyCount++;
            }
        }

        if (readyCount >= 1 && (players.Count - readyCount) == 0)
        {
            StartGame();
        }
    }
    public void Update()
    {
        // Listen to if the join button was pressed on a yet unassigned device.
        if (joinAction.control.wasJustPressed)
        {
            // These are the devices currently active in the global player handle.
            List <InputDevice> devices = globalHandle.GetActions(joinAction.action.actionMap).GetCurrentlyUsedDevices();

            PlayerHandle handle = PlayerHandleManager.GetNewPlayerHandle();
            foreach (var device in devices)
            {
                handle.AssignDevice(device, true);
            }

            foreach (ActionMapSlot actionMapSlot in playerPrefab.actionMaps)
            {
                ActionMapInput map = ActionMapInput.Create(actionMapSlot.actionMap);
                map.TryInitializeWithDevices(handle.GetApplicableDevices());
                map.blockSubsequent = actionMapSlot.blockSubsequent;

                // Activate the ActionMap that is used to join,
                // disregard active state from ActionMapSlots for now (wait until instantiating player).
                if (map.actionMap == joinAction.action.actionMap)
                {
                    map.active = true;
                }

                handle.maps.Add(map);
            }

            players.Add(new PlayerInfo(handle, joinAction, leaveAction));
        }

        int readyCount = 0;

        for (int i = players.Count - 1; i >= 0; i--)
        {
            var player = players[i];
            if (!player.ready)
            {
                if (player.joinControl.wasJustPressed)
                {
                    player.ready = true;
                }
                if (player.leaveControl.wasJustPressed)
                {
                    player.playerHandle.Destroy();
                    players.Remove(player);
                    continue;
                }
            }
            else
            {
                if (player.joinControl.wasJustPressed || player.leaveControl.wasJustPressed)
                {
                    player.ready = false;
                }
            }
            if (player.ready)
            {
                readyCount++;
            }
        }

        if (readyCount >= 1 && (players.Count - readyCount) == 0)
        {
            StartGame();
        }
    }