Inheritance: BaseInputModule
    void Awake()
    {
        previousInput = new PlayerInput(0, 0);

        // Get all input sources that are defined
        sources = Reflector.InstantiateAll<PlayerInputSource>();
    }
    // Use this for initialization
    void Start()
    {
        m_PlayerCombos = FindObjectsOfType<PlayerCombo>();
        m_ComboPowerManager = FindObjectOfType<ComboPowerManager>();

        m_Input = GetComponent<PlayerInput>();
    }
Exemple #3
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        void Update()
        {
            var input = PlayerInput.None;

            // Detect the current input of the Horizontal axis, then
            // broadcast a state update for the player as needed.
            // Do this on each frame to make sure the state is always
            // set properly based on the current user input.
            var horizontal = UnityEngine.Input.GetAxis("Horizontal");
            if(Math.Abs(horizontal) > float.Epsilon)
            {
                input |= horizontal < 0 ? PlayerInput.Left : PlayerInput.Right;
            }

            var jump = UnityEngine.Input.GetButton("Jump");
            if (jump)
            {
                input |= PlayerInput.Jump;
            }

            var fire = UnityEngine.Input.GetButton("Fire1");
            if (fire)
            {
                input |= PlayerInput.Fire;
            }

            Input = input;
        }
Exemple #4
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 // Use this for initialization
 void Start()
 {
     _ui = GameObject.Find("Keys");
     _input = new PlayerInput();
     _input.Reset ();
     _controller = this.GetComponent<PlayerPhysics>();
 }
    // Update is called once per frame
    void Update()
    {
        // Retrieve our current WASD or Arrow Key input
        // Using GetAxisRaw removes any kind of gravity or filtering being applied to the input
        // Ensuring that we are getting either -1, 0 or 1

        Vector3 moveInput = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical"));

        Vector2 mouseInput = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));

        Vector2 rightStickInput = new Vector2 (Input.GetAxisRaw ("RightH"), Input.GetAxisRaw ("RightV"));

        // pass rightStick values in place of mouse when non-zero
        mouseInput.x = rightStickInput.x != 0 ? rightStickInput.x * RightStickMultiplier.x : mouseInput.x;
        mouseInput.y = rightStickInput.y != 0 ? rightStickInput.y * RightStickMultiplier.y : mouseInput.y;

        float zoomInput = Input.GetAxisRaw("Mouse ScrollWheel");

        bool jumpInput = Input.GetButtonDown("Jump");

        bool shootInput = Input.GetButtonDown ("Shoot");

        Current = new PlayerInput()
        {
            MoveInput = moveInput,
            MouseInput = mouseInput,
            ZoomInput = zoomInput,
            JumpInput = jumpInput,
            ShootInput = shootInput
        };
    }
	void Awake()
	{
		capsule = GetComponent<CapsuleCollider>();
		grabTriggerCol = GetComponent<BoxCollider>();
		anim = GetComponent<Animator> ();
		_charStatus = GetComponent<CharacterStatus> ();
		_charAttacking = GetComponent<CharacterAttacking> ();
		_charAI = GetComponent<CharacterAI> ();
        if (!IsEnemy)
        {
            _playerInput = GetComponent<PlayerInput>();
            //_playerInputMobile = GetComponent<PlayerInputMobile>();
        }
		// I use these since when we have low health, we will move a bit slower.
		// When we get more than 25% health again, we will go back to our
		// default speeds for these.
		defaultAirSpeed = airSpeed;
		m_Loco_0Id = Animator.StringToHash ("Base Layer.Locomotion");
		m_Loco_1Id = Animator.StringToHash ("LowHealth.Locomotion");
		myRigidbody = GetComponent<Rigidbody> ();
		if (!grabTriggerCol)
			Debug.LogWarning("PLEASE ASSIGN YOUR Player's GRAB TRIGGER COLLIDER");
		else
			grabTriggerCol.enabled = false;
	}
Exemple #7
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 void Start()
 {
     m_Count = 0;
     board = GameObject.Find ("Board").GetComponent<Board> ();
     player = GameObject.Find ("PlayerInput").GetComponent<PlayerInput>();
     gameInfo = GameObject.Find ("GameInfo").GetComponent<GameInfo>();
 }
 //constructor to initialize the class
 public InputSelectV2(Transform mountPoint, GameObject model, PlayerInput inputType)
 {
     m_MountPoint = mountPoint;
     m_OriginalMountPoint = mountPoint;
     m_Model = model;
     m_InputType = inputType;
 }
Exemple #9
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	///onEnable looks for inputs for camera and button
	void OnEnable(){
		enemy = GameObject.Find("Enemy").GetComponent<PlayerHealth> ();
		playerInput = GameObject.Find ("Main Camera").GetComponent<PlayerInput>();
		trapAudio = GetComponent <AudioSource> ();
		StartCoroutine("TrapActivate");

	}
 // Use this for initialization
 protected virtual void Start()
 {
     centerOffset = transform.position - target.position;
     originalcenterOffset = centerOffset;
     playerActor = target.root.GetComponent<PlayerActor>();
     playerInput = target.root.GetComponent<PlayerInput>();
 }
 void Awake()
 {
     //getting all the required components
     _rigidbody = GetComponent<Rigidbody2D>();
     _touchDetector = GetComponent<TouchDetector2D>();
     _playerInput = GetComponent<PlayerInput>();
 }
    public override bool CanEnterState()
    {
        float minDistance = m_AttackRange;

        m_TargettedPlayer = null;

        foreach(PlayerInput player in m_Players)
        {
            if(!LayerMask.LayerToName(player.gameObject.layer).Contains (NameConstants.DEAD_LAYER))
            {
                Vector3 playerPosition = player.transform.position;
                playerPosition.y = transform.position.y;

                float distance = Vector3.Distance(playerPosition, transform.position);

                if(distance <= minDistance)
                {
                    minDistance = distance;

                    m_TargettedPlayer = player;
                }
            }
        }

        return m_TargettedPlayer != null;
    }
    // Update is called once per frame
    void Update()
    {
        if ((Input.GetKey(KeyCode.P)) && (_actionsLaunched == false))
        {
            Debug.Log("Make Action");

            MakePlayerActions();
        }

        if (_nbInputsToDo > 0)
        {
            _currentPlayerInput = _playerInputs[_currentInputToDo];

            ++_currentInputToDo;
            --_nbInputsToDo;

            if (_currentPlayerInput != null)
                _moveScript.makeMove(_currentPlayerInput);

            if (_nbInputsToDo <= 0)
            {
                _currentInputToDo = 0;

                _actionsLaunched = false;

                _moveScript._playerMove = true;

                Debug.Log("----- End -----");
            }
        }
    }
 // ******************************************** START/ UPDATE ********************************************
 void Awake()
 {
     // find components:
     tform = transform;
     compoMain = Camera.main.GetComponent<Main>();
     compoInput = GetComponent<PlayerInput>();
 }
    public void MoveCarWithIA(PlayerInput playerInput)
    {
        if (playerInput._keyCodes.Contains(_inputBrakeCar))
            {
                carRigid.velocity = carRigid.velocity * 0.9f;
            }
            else if (playerInput._keyCodes.Contains(_inputForwardCar))
            {
                carRigid.AddForce(carTransform.forward * 18 * 1.5f, ForceMode.Acceleration);

            }

        if (carRigid.velocity.magnitude > _maxVelocity)
            {
                carRigid.velocity = carRigid.velocity.normalized * _maxVelocity;
            }

            if ( (playerInput._axeHorizontal <= 1.0f && playerInput._axeHorizontal > 0.40f) || (playerInput._axeHorizontal < -0.40f && playerInput._axeHorizontal >= -1.0f) ) // peut etre zone morte a ajouter entre 0.1 et -0.1
            {
                carTransform.Rotate(new Vector3(0, playerInput._axeHorizontal * 2, 0));
                if (carRigid.velocity.magnitude > _maxVelocity * 0.8f)
                {
                    carRigid.velocity = carRigid.velocity * 0.95f;
                }
        }

            if (playerInput._keyCodes.Contains(_inputResetCar))
            {
                Debug.Log("ResetCar");
            carRigid.velocity = new Vector3(0, 0, 0);
            carTransform.position = new Vector3(aiScript._previousCheckPoint.transform.position.x, 0.3f, aiScript._previousCheckPoint.transform.position.z);
            carTransform.LookAt(aiScript._currentCheckPoint.transform);
            StartCoroutine(ResetCar());
        }
    }
	// Use this for initialization
	void Start () {

        player = gameObject.GetComponent<Player>();

        input = InputManager.getCurrentInputManager()
            .playerControls[player.playerNumber];
	}
Exemple #17
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	void Awake() 
	{
		_recipeManager 	= FindObjectOfType<RecipeManager>();
		_musicManager 	= FindObjectOfType<MusicManager>();
		_rigidbody 		= GetComponent<Rigidbody2D>();
		_collider 		= GetComponent<Collider2D>();
		_animator		= GetComponent<Animator> ();
		_initPos 		= transform.position;

 		if(GameManager.Instance.playerDevices.Count > playerNum - 1)
		{
			//Take the controller assigned on the menu
			_playerInput 		= new PlayerInput(true);
			_playerInput.Device = InputManager.Devices[GameManager.Instance.playerDevices[playerNum - 1]];
			Debug.Log(playerNum + " " + _playerInput.Device.Name);
		}
		else
		{
			//Test only
			Debug.Log("Controllers " + InputManager.Devices.Count);

			if(InputManager.Devices.Count > playerNum - 1)
			{
				_playerInput = new PlayerInput(true);
				_playerInput.Device = InputManager.Devices[playerNum - 1];
			}
			else if(playerNum == 4)
				_playerInput = new PlayerInput(false);
			
			Debug.LogWarning("No input for player " + playerNum);
		}

		FindObjectOfType<GameOverManager>().OnGameOver += HandleGameOver;
	}
 public override void use(PlayerInput usedBy = PlayerInput.None)
 {
     GameData.Instance.Brightness = Mathf.Clamp(GameData.Instance.Brightness + m_Increment,
                                                Constants.BRIGHTNESS_MIN,
                                                Constants.BRIGHTNESS_MAX);
     i_Slider.Value = GameData.Instance.Brightness;
 }
 private void Start()
 {
     target = GameObject.FindGameObjectWithTag("Player").transform;
     playerInput = target.gameObject.GetComponent<PlayerInput>();
     m_LastTargetPosition = target.position;
     m_OffsetZ = (transform.position - target.position).z;
     transform.parent = null;
 }
 void Start()
 {
     if (CopySettingFrom != null)
     {
         //copy the input
         ReadInputFrom = CopySettingFrom.ReadInputFrom;
     }
 }
    // Use this for initialization
    void Start()
    {
        lastTimeSinceSwitch = TimeStartMoving;
        state = SwitchState.CountingDown;
        playerInput = GetComponent<PlayerInput>();
        playerInput.enabled = false;

    }
Exemple #22
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 void Awake()
 {
     DontDestroyOnLoad(gameObject);
     CurrentGranade = null;
     PlayerInputController = GetComponent<PlayerInput>();
     SetInitialAttributes();
     SetupWeapons();
 }
 // Use this for initialization
 void Start()
 {
     PMovement = GetComponent<PlayerMovement>();
     PCamera = GetComponent<PlayerCamera>();
     PInput = GetComponent<PlayerInput>();
     PWeapon = GetComponent<PlayerWeapon>();
     PData = GetComponent<PlayerData>();
 }
Exemple #24
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	void Awake(){
        _playerInput = GetComponent<PlayerInput> ();

		disableShield (yellowShield);
		disableShield (redShield);
		disableShield (greenShield);
		disableShield (bluShield);
	}
Exemple #25
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    protected override void Awake()
    {
        base.Awake();

        input = GetComponent<PlayerInput>();
        color = colors[colorIndex];
        model = transform.GetChild(0);
    }
    // Use this for initialization
    void Start()
    {
        m_HUD = FindObjectOfType<HUD>();

        m_WaveManager = FindObjectOfType<WaveManager>();
        m_WaveManager.gameObject.SetActive (false);

        m_Player = FindObjectOfType<PlayerInput>();
    }
Exemple #27
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	public void Action(PlayerInput playerInput) { // action when player has object and presses Action (depends on position)

		Player player = GameManager.singleton.player;
		player.StartCoroutine(player.animateAction(player.actionPlace, playerInput));
		Destroy(this.gameObject);
		player.ritualObject = null;


	}
    // Use this for initialization
    protected override void StartVirtual()
    {
        m_Input = GetComponent<PlayerInput>();
        m_Agent = GetComponent<NavMeshAgent>();

        m_Interaction = GetComponent<Interaction>();

        m_Players = FindObjectsOfType<PlayerInput>();
    }
    // Use this for initialization
    void Start() {

        Collider = GetComponent<BoxCollider2D>();
        playerInput = GetComponent<PlayerInput>();
        CharSprite = GetComponent<SpriteRenderer>();

        CalculateRaySpacing();

    }
Exemple #30
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    protected override void Awake()
    {
        base.Awake();

        player = GetComponent<Player>();
        input = GetComponent<PlayerInput>();
        source = GetComponent<AudioSource>();
        attackLayer = enemyLayer;
    }
 // Start is called before the first frame update
 void Start()
 {
     playerInput = GetComponent <PlayerInput>();
     actionMap   = playerInput.currentActionMap;
 }
Exemple #32
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        static void Main(string[] args)
        {
            // instantiate vending machines
            CandyVendingMachine        CandyVM        = new CandyVendingMachine();
            ClothingVendingMachine     ClothingVM     = new ClothingVendingMachine();
            CoffeeVendingMachine       CoffeeVM       = new CoffeeVendingMachine();
            EnergyDrinkVendingMachine  EnergyVM       = new EnergyDrinkVendingMachine();
            PreparedFoodVendingMachine PreparedFoodVM = new PreparedFoodVendingMachine();
            SodaVendingMachine         SodaVM         = new SodaVendingMachine();
            SundryVendingMachine       SundryVM       = new SundryVendingMachine();
            // instantiate products
            // candy products
            Snickers snickers = new Snickers()
            {
                Name = "Snickers Bar", Price = 1.99
            };

            snickers.Ingredients = "chocolate and some other stuff";
            snickers.Recyclable  = false;
            // add product to specific vending machine
            CandyVM.AddProduct(snickers);
            // clothing items
            Shoes sandals = new Shoes()
            {
                Name = "Rainbow Flip-flops", Price = 80.00
            };

            sandals.LvlSpicy = 1;
            sandals.Organic  = true;
            // add product to specific vending machine
            ClothingVM.AddProduct(sandals);
            // coffee products
            SpanishCoffee spanishCoffee = new SpanishCoffee()
            {
                Name = "Spanish Coffee Cocktail", Price = 10.00
            };

            spanishCoffee.LvlSpicy = 4;
            spanishCoffee.Organic  = false;
            // add product to specific vending machine
            CoffeeVM.AddProduct(spanishCoffee);
            // energy drinks
            Toughman toughman = new Toughman()
            {
                Name = "Tougman", Price = 2.85
            };

            toughman.Colors        = "yellow 2, red 4";
            toughman.RfIdFrequency = "3.16MgHz";
            // add product to specific vending machine
            EnergyVM.AddProduct(toughman);
            // prepared foods
            KrystalSlider sliders = new KrystalSlider()
            {
                Name = "Krystal Sliders", Price = 5.00
            };

            sliders.Ingredients = "who knows";
            sliders.Recyclable  = false;
            // add product to specific vending machine
            PreparedFoodVM.AddProduct(sliders);
            // soda drinks
            Coke coke = new Coke()
            {
                Name = "Coca Cola", Price = 1.99
            };

            coke.Ingredients = "water, sugar, brown";
            coke.Recyclable  = true;
            // add product to specific vending machine
            SodaVM.AddProduct(coke);


            /*
             *  WELCOME TO VENIGO
             *  - the vending game -
             *  created by Sam Cronin
             */



            PlayerInput   intro         = new PlayerInput();
            PlayerInput   vendingOption = new PlayerInput();
            CountrySelect country       = new CountrySelect();
            VendingSelect vending       = new VendingSelect();

            Console.WriteLine($@"
            ------------------
            WELCOME TO VENDIGO!
            ------------------
            1. Japan
            2. Spain
            3. United States
            4. Display Reports
            5. Exit

            Choose a country..");

            // store the users input
            intro.StoreInputHere = Console.ReadLine().ToLower();

            // if users input equals this do this
            if (intro.StoreInputHere == "japan")
            {
                country.Japan();
            }
            if (intro.StoreInputHere == "spain")
            {
                country.Spain();
            }
            if (intro.StoreInputHere == "united states")
            {
                country.America();
            }

            vendingOption.StoreInputHere = Console.ReadLine().ToLower();

            if (vendingOption.StoreInputHere == "soda")
            {
                vending.Soda();
            }
            // if (vendingOption.StoreInputHere == "candy")
            // {
            //     vending.Candy();
            // }
            // if (vendingOption.StoreInputHere == "sundry")
            // {
            //     vending.Sundry();
            // }
            // if (vendingOption.StoreInputHere == "coffee")
            // {
            //     vending.Coffee();
            // }
            // if (vendingOption.StoreInputHere == "clothing")
            // {
            //     vending.Clothing();
            // }
            // if (vendingOption.StoreInputHere == "prepared foods")
            // {
            //     vending.PreparedFood();
            // }
            // if (vendingOption.StoreInputHere == "energy drinks")
            // {
            //     vending.EnergyDrinks();
            // }
        }
Exemple #33
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        public override void ModifyInterfaceLayers(List <GameInterfaceLayer> layers)
        {
            PlayerInput.SetZoom_Unscaled();
            PlayerInput.SetZoom_MouseInWorld();
            Rectangle rectangle1 = new Rectangle((int)((double)Main.mouseX + (double)Main.screenPosition.X), (int)((double)Main.mouseY + (double)Main.screenPosition.Y), 1, 1);

            if ((double)Main.player[Main.myPlayer].gravDir == -1.0)
            {
                rectangle1.Y = (int)Main.screenPosition.Y + Main.screenHeight - Main.mouseY;
            }
            PlayerInput.SetZoom_UI();
            IngameOptions.MouseOver();
            IngameFancyUI.MouseOver();

            for (int index1 = 0; index1 < 200; ++index1)
            {
                if (Main.npc[index1].active)
                {
                    Rectangle rectangle2 = new Rectangle((int)Main.npc[index1].Bottom.X - Main.npc[index1].frame.Width / 2,
                                                         (int)Main.npc[index1].Bottom.Y - Main.npc[index1].frame.Height,
                                                         Main.npc[index1].frame.Width,
                                                         Main.npc[index1].frame.Height);
                    if (Main.npc[index1].type >= 87 && Main.npc[index1].type <= 92)
                    {
                        rectangle2 = new Rectangle((int)((double)Main.npc[index1].position.X + (double)Main.npc[index1].width * 0.5 - 32.0),
                                                   (int)((double)Main.npc[index1].position.Y + (double)Main.npc[index1].height * 0.5 - 32.0),
                                                   64,
                                                   64);
                    }
                    bool flag1 = rectangle1.Intersects(rectangle2);
                    bool flag2 = flag1 || Main.SmartInteractShowingGenuine && Main.SmartInteractNPC == index1;
                    if (flag2 && (
                            Main.npc[index1].type != 85 &&
                            Main.npc[index1].type != 341 &&
                            Main.npc[index1].aiStyle != 87 ||
                            Main.npc[index1].ai[0] != 0.0) &&
                        Main.npc[index1].type != 488)
                    {
                        if (flag1)
                        {
                            float buffer = 4 * Main.UIScale;
                            float prev   = 0;

                            Element Primary    = new NPCWrapper(Main.npc[index1]).Primary;
                            Element Secondary  = new NPCWrapper(Main.npc[index1]).Secondary;
                            Element Quatrinary = new NPCWrapper(Main.npc[index1]).Offensive;

                            var icon1 = GetTexture("Types/" + Formal.Name[Primary]);
                            var icon2 = GetTexture("Types/" + Formal.Name[Secondary]);
                            var icon4 = GetTexture("Types/" + Formal.Name[Quatrinary]);

                            int yOffset = 38;
                            int xOffset = 12;
                            Main.spriteBatch.Begin();
                            int x = (int)((Main.mouseX + xOffset) * Main.UIScale);
                            int y = (int)((Main.mouseY + yOffset) * Main.UIScale);
                            if (Primary != Element.none && Primary != Element.levitate)
                            {
                                Main.spriteBatch.Draw(icon1, new Vector2(x + prev, y), null, Color.White, 0, new Vector2(0, 0), Main.UIScale, SpriteEffects.None, 0);
                                prev += icon1.Width * Main.UIScale + buffer;
                            }
                            if (Secondary != Element.none && Secondary != Element.levitate)
                            {
                                Main.spriteBatch.Draw(icon2, new Vector2(x + prev, y), null, Color.White, 0, new Vector2(0, 0), Main.UIScale, SpriteEffects.None, 0);
                            }
                            if (Quatrinary != Element.none && Quatrinary != Element.levitate)
                            {
                                Main.spriteBatch.Draw(icon4, new Vector2(x, y + icon1.Width * Main.UIScale + buffer), null, Color.White, 0, new Vector2(0, 0), Main.UIScale, SpriteEffects.None, 0);
                            }
                            Main.spriteBatch.End();
                            break;
                        }
                        break;
                    }
                }
            }

            //PlayerInput.SetZoom_UI();
            base.ModifyInterfaceLayers(layers);
        }
Exemple #34
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 public PlayerConfiguration(PlayerInput pi)
 {
     PlayerIndex = pi.playerIndex;
     Input       = pi;
 }
Exemple #35
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 public PlayerData(InputDevice id, PlayerInput pi)
 {
     inputDevice   = id;
     playerInput   = pi;
     inputsHandler = pi.GetComponent <InputsHandler>();
 }
    void Start()
    {
        PlayerInput player = GetComponent <PlayerInput>();

        color = TheGameManager.Instance.players[player.playerNumber].Color;
    }
Exemple #37
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 static PlayerInputContext CreateInput(PlayerInput input) => new PlayerInputContext
 {
     Current = input
 };
Exemple #38
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 private void Start()
 {
     _playerInput = GetComponent <PlayerInput>();
     _plyGamepad  = GetGamepadFromDevices(_playerInput.devices);
 }
Exemple #39
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 private void Start()
 {
     _input = GetComponent <PlayerInput>();
     _rb    = GetComponent <Rigidbody2D>();
 }
Exemple #40
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        public void Draw()
        {
            int namePlateDistance = Main.teamNamePlateDistance;

            if (namePlateDistance <= 0)
            {
                return;
            }
            SpriteBatch spriteBatch = Main.spriteBatch;

            spriteBatch.End();
            spriteBatch.Begin(SpriteSortMode.Immediate, (BlendState)null, (SamplerState)null, (DepthStencilState)null, (RasterizerState)null, (Effect)null, Main.UIScaleMatrix);
            PlayerInput.SetZoom_World();
            int     screenWidth     = Main.screenWidth;
            int     screenHeight    = Main.screenHeight;
            Vector2 screenPosition1 = Main.screenPosition;

            PlayerInput.SetZoom_UI();
            float uiScale = Main.UIScale;
            int   num1    = namePlateDistance * 8;

            Player[]         player1        = Main.player;
            int              player2        = Main.myPlayer;
            SpriteViewMatrix gameViewMatrix = Main.GameViewMatrix;
            byte             mouseTextColor = Main.mouseTextColor;

            Color[]         teamColor       = Main.teamColor;
            Camera          camera          = Main.Camera;
            IPlayerRenderer playerRenderer  = Main.PlayerRenderer;
            Vector2         screenPosition2 = Main.screenPosition;

            for (int index = 0; index < (int)byte.MaxValue; ++index)
            {
                if (player1[index].active && player2 != index && (!player1[index].dead && player1[player2].team > 0) && player1[player2].team == player1[index].team)
                {
                    string  name         = player1[index].name;
                    Vector2 namePlatePos = FontAssets.MouseText.Value.MeasureString(name);
                    float   num2         = 0.0f;
                    if (player1[index].chatOverhead.timeLeft > 0)
                    {
                        num2 = -namePlatePos.Y * uiScale;
                    }
                    else if (player1[index].emoteTime > 0)
                    {
                        num2 = -namePlatePos.Y * uiScale;
                    }
                    Vector2 vector2_1      = new Vector2((float)(screenWidth / 2) + screenPosition1.X, (float)(screenHeight / 2) + screenPosition1.Y);
                    Vector2 position1      = player1[index].position;
                    Vector2 vector2_2      = position1 + (position1 - vector2_1) * (gameViewMatrix.Zoom - Vector2.One);
                    float   num3           = 0.0f;
                    float   num4           = (float)mouseTextColor / (float)byte.MaxValue;
                    Color   namePlateColor = new Color((int)(byte)((double)teamColor[player1[index].team].R * (double)num4), (int)(byte)((double)teamColor[player1[index].team].G * (double)num4), (int)(byte)((double)teamColor[player1[index].team].B * (double)num4), (int)mouseTextColor);
                    float   num5           = vector2_2.X + (float)(player1[index].width / 2) - vector2_1.X;
                    float   num6           = (float)((double)vector2_2.Y - (double)namePlatePos.Y - 2.0) + num2 - vector2_1.Y;
                    float   num7           = (float)Math.Sqrt((double)num5 * (double)num5 + (double)num6 * (double)num6);
                    int     num8           = screenHeight;
                    if (screenHeight > screenWidth)
                    {
                        num8 = screenWidth;
                    }
                    int num9 = num8 / 2 - 50;
                    if (num9 < 100)
                    {
                        num9 = 100;
                    }
                    if ((double)num7 < (double)num9)
                    {
                        namePlatePos.X = (float)((double)vector2_2.X + (double)(player1[index].width / 2) - (double)namePlatePos.X / 2.0) - screenPosition1.X;
                        namePlatePos.Y = (float)((double)vector2_2.Y - (double)namePlatePos.Y - 2.0) + num2 - screenPosition1.Y;
                    }
                    else
                    {
                        num3 = num7;
                        float num10 = (float)num9 / num7;
                        namePlatePos.X = (float)((double)(screenWidth / 2) + (double)num5 * (double)num10 - (double)namePlatePos.X / 2.0);
                        namePlatePos.Y = (float)((double)(screenHeight / 2) + (double)num6 * (double)num10 + 40.0 * (double)uiScale);
                    }
                    Vector2 vector2_3 = FontAssets.MouseText.Value.MeasureString(name);
                    namePlatePos += vector2_3 / 2f;
                    namePlatePos *= 1f / uiScale;
                    namePlatePos -= vector2_3 / 2f;
                    if ((double)player1[player2].gravDir == -1.0)
                    {
                        namePlatePos.Y = (float)screenHeight - namePlatePos.Y;
                    }
                    if ((double)num3 > 0.0)
                    {
                        float num10 = 20f;
                        float num11 = -27f - (float)(((double)vector2_3.X - 85.0) / 2.0);
                        float num12 = player1[index].Center.X - player1[player2].Center.X;
                        float num13 = player1[index].Center.Y - player1[player2].Center.Y;
                        float num14 = (float)Math.Sqrt((double)num12 * (double)num12 + (double)num13 * (double)num13);
                        if ((double)num14 <= (double)num1)
                        {
                            string  textValue = Language.GetTextValue("GameUI.PlayerDistance", (object)(int)((double)num14 / 16.0 * 2.0));
                            Vector2 npDistPos = FontAssets.MouseText.Value.MeasureString(textValue);
                            npDistPos.X = namePlatePos.X - num11;
                            npDistPos.Y = (float)((double)namePlatePos.Y + (double)vector2_3.Y / 2.0 - (double)npDistPos.Y / 2.0) - num10;
                            LegacyMultiplayerClosePlayersOverlay.DrawPlayerName2(spriteBatch, ref namePlateColor, textValue, ref npDistPos);
                            Color   headBordersColor = Main.GetPlayerHeadBordersColor(player1[index]);
                            Vector2 position2        = new Vector2(namePlatePos.X, namePlatePos.Y - num10);
                            position2.X -= 22f + num11;
                            position2.Y += 8f;
                            playerRenderer.DrawPlayerHead(camera, player1[index], position2, 1f, 0.8f, headBordersColor);
                            Vector2 vector2_4 = npDistPos + screenPosition2 + new Vector2(26f, 20f);
                            if (player1[index].statLife != player1[index].statLifeMax2)
                            {
                                Main.instance.DrawHealthBar(vector2_4.X, vector2_4.Y, player1[index].statLife, player1[index].statLifeMax2, 1f, 1.25f, true);
                            }
                            ChatManager.DrawColorCodedStringWithShadow(spriteBatch, FontAssets.MouseText.Value, name, namePlatePos + new Vector2(0.0f, -40f), namePlateColor, 0.0f, Vector2.Zero, Vector2.One, -1f, 2f);
                        }
                    }
                    else
                    {
                        LegacyMultiplayerClosePlayersOverlay.DrawPlayerName(spriteBatch, name, ref namePlatePos, ref namePlateColor);
                    }
                }
            }
        }
Exemple #41
0
 void Start()
 {
     inputScript = FindObjectOfType <PlayerInput>();
     effector    = GetComponent <PlatformEffector2D>();
     saveWT      = waitTime;
 }
Exemple #42
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 public Player(int playerID, TeamEnum playerTeam, PlayerInput playerInput)
 {
     PlayerID    = playerID;
     PlayerTeam  = playerTeam;
     PlayerInput = playerInput;
 }
Exemple #43
0
 private void Awake()
 {
     input = GetComponent<PlayerInput>();
     movement = GetComponent<PlayerMovement>();
 }
Exemple #44
0
 void Start()
 {
     player      = GetComponent <Player>();
     playerInput = GetComponent <PlayerInput>();
     PlayerControllerInit();
 }
 public override PlayerState HandleInput(PlayerController p, PlayerInput i)
 {
     return(fromState);
 }
 // Use this for initialization
 void Start()
 {
     playerMovement = gameObject.GetComponentInParent<PlayerMovement>();
     playerInput = gameObject.GetComponentInParent<PlayerInput>();
     dataHandler = gameManager.GetComponent<DataHandler>();
 }
Exemple #47
0
 private void Awake()
 {
     _playerInput   = gameObject.GetComponent <PlayerInput>();
     charController = GetComponent <UnityEngine.CharacterController>();
 }
 private void Start()
 {
     _Controller = GetComponent <CharacterController>();
     _Input      = GetComponent <PlayerInput>();
     CanMove     = true;
 }
 public AttackingState(PlayerState fromState, PlayerInput i)
 {
     this.fromState = fromState;
     this.i         = i;
 }
 // Start is called before the first frame update
 private void Awake()
 {
     inputActions = new PlayerInput();
 }
Exemple #51
0
 // Start is called before the first frame update
 void Start()
 {
     origRot = transform.rotation;
     input   = PlayerInput.instance;
 }
Exemple #52
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 private void Awake()
 {
     instance = this;
 }
 public override PlayerState Update(PlayerController p, PlayerInput i)
 {
     return(fromState);
 }
 private void Awake()
 {
     _animator    = GetComponent <Animator>();
     _playerInput = new PlayerInput();
 }
Exemple #55
0
 private void Awake()
 {
     _rigidbody   = GetComponent <Rigidbody>();
     _playerInput = GetComponent <PlayerInput>();
 }
Exemple #56
0
 internal Vector3 CalculateMovement(PlayerInput playerInput)
 {
     throw new NotImplementedException();
 }
Exemple #57
0
 private void ClearInput(PlayerInput input)
 {
     input.X    = 0;
     input.Fire = false;
 }
Exemple #58
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    // Main game loop
    void Update()
    {
        if (paused && !Input.GetKeyDown(keyBinds[PlayerInput.PAUSE]) || gameOptionsMenu.active || controlsMenu.active)
        {
            return;
        }
        if (linesToClear.Count == 0 && !gameOver)
        {
            // Spawn and check GameOver if last piece landed
            if (activePiece == null)
            {
                if (lockDelay <= 0.1f)
                {
                    if (fallTimer.time < fallDelay)
                    {
                        return;
                    }
                }

                // Check GameOver
                gameOver = checkGameOver();
                if (gameOver)
                {
                    Debug.Log("Game Over");
                    StartCoroutine(gameOverRoutine());
                    return;
                }

                // Spawn next piece
                activePiece = spawner.nextTetromino();
                if (!Settings.showGhost)
                {
                    activePiece.setGhostVisible(false);
                }
                resetPiece();
            }

            // Player input
            successfulMovement = false;
            input = getPlayerInput();

            switch (input)
            {
            case PlayerInput.NONE:
                moveRepeatTimer.reset();
                break;

            case PlayerInput.DROP:
                Vector3 prev = activePiece.centerPosition();
                activePiece.moveToGhostPosition();
                Vector3 cur = activePiece.centerPosition();
                hardDrop = (uint)Mathf.Round(prev.y - cur.y);
                graphics.tetrominoBeam(prev, cur, activePiece);
                lastSuccessfulMove = PlayerInput.DROP;
                moveRepeatTimer.reset();
                break;

            case PlayerInput.SWAP:
                activePiece = hold.swap(activePiece);
                if (activePiece == null)
                {
                    return;
                }
                resetPiece();
                moveRepeatTimer.reset();
                BlockUpdater.updateSprites();     // Held ghost could have not been updated when there was a change
                break;

            default:
                if (moveRepeatTimer.time == 0)
                {
                    // Just move, first press
                    successfulMovement = handleMovement(input);
                    if (successfulMovement)
                    {
                        lastSuccessfulMove = input;
                        moveTimer.reset();
                    }
                    moveRepeatTimer.update();
                }
                else if (moveRepeatTimer.time >= Settings.moveDelay)
                {
                    // Only move if delay has been passed and only every so often
                    if (moveTimer.time > Settings.moveSpeed)
                    {
                        successfulMovement = handleMovement(input);
                        if (successfulMovement)
                        {
                            lastSuccessfulMove = input;
                            moveTimer.reset();
                        }
                    }
                }
                else
                {
                    moveRepeatTimer.update();
                }
                break;
            }

            // Move piece down or decrement lock timer
            if (!pieceLanded())
            {
                if (fallTimer.time > (softDropping ? Settings.moveSpeed / 4 : fallDelay))
                {
                    // Down
                    activePiece.translateVertical(-1);
                    lastSuccessfulMove = PlayerInput.NONE;
                    fallTimer.reset();

                    softDrop = softDropping ? softDrop + 1 : 0;
                }
                else
                {
                    softDrop = softDropping ? softDrop : 0;
                }
            }
            else
            {
                // Reset timers on successful move if appropriate
                if (successfulMovement)
                {
                    if (lockResetCount < lockResetCap)
                    {
                        lockTimer.reset();
                        lockResetCount++;
                    }
                    else
                    {
                        lockTimer.update();
                    }
                }
                else
                {
                    lockTimer.update();
                }
            }


            // Lock piece, clear lines, update score
            if ((pieceLanded() && lockTimer.time > lockDelay) || input == PlayerInput.DROP)
            {
                // Note tSpin. Must be done here before piece container is destroyed.
                tspin = isTspin(lastSuccessfulMove);

                // Lock piece, release blocks, any held piece
                lockPiece();
                hold.reset();
                activePiece.pulseDetachMinosAndDestroy();
                activePiece = null;

                // Clear lines
                checkLineClears();

                // Update Score and Level
                bool levelUp = score.updateScore((uint)linesToClear.Count, softDrop, hardDrop, tspin);
                if (levelUp)
                {
                    if (Settings.dynamicColor)
                    {
                        graphics.fadeToNextColorPallet();
                    }

                    fallDelay = calculateFallRate(score.level);
                }

                if (linesToClear.Count > 0)
                {
                    clearLines();
                }
            }
        }
    }
 void Awake()
 {
     c_controls = new PlayerInput();
     c_controls.Ferret.Jump.performed += _ => Jump();
 }
Exemple #60
0
 void Awake()
 {
     playerInput = GetComponent <PlayerInput>();
 }