private void ListenPCInput(PlayerInputEventArgs e) { if (e.GameMode != GameModeTag.NormalMode) { return; } switch (e.Command) { case CommandTag.ForceReload: SceneManager.LoadSceneAsync(0); break; case CommandTag.PrintSchedule: GetComponent <Schedule>().Print(); break; case CommandTag.ChangeHP: TestHP(); break; case CommandTag.PrintSkill: //PrintSkill(); AddStatus(); break; default: break; } }
private void PCMove_PlayerInputting(object sender, PlayerInputEventArgs e) { if (!IsValidGameMode(e.GameMode) || !IsValidCommand(e.Command)) { return; } int[] source = GetComponent <MetaInfo>().Position; int[] target = GetNewPosition(source, e.Command); if (!GetComponent <LocalManager>().IsPassable(target)) { GameCore.AxeManCore.GetComponent <PublishPosition>() .BlockPCMovement(new BlockPCMovementEventArgs(target)); return; } ActionTag action = ActionTag.Move; GetComponent <LocalManager>().SetPosition(target); GetComponent <LocalManager>().TakenAction(action); GameCore.AxeManCore.GetComponent <TileOverlay>().TryHideTile(source); GameCore.AxeManCore.GetComponent <TileOverlay>().TryHideTile(target); GetComponent <LocalManager>().CheckingSchedule(action); }
private void DeadMode_PlayerInputting(object sender, PlayerInputEventArgs e) { if ((e.GameMode != GameModeTag.DeadMode) || (e.Command != CommandTag.Reload)) { return; } SceneManager.LoadSceneAsync(0); }
private void BuildSkillMode_PlayerInputting(object sender, PlayerInputEventArgs e) { if (e.GameMode != GameModeTag.BuildSkillMode) { return; } if (e.Command == CommandTag.Cancel) { GetComponent <GameModeManager>().SwitchGameMode(leaveBuild); } else { GetComponent <BuildSkillDataBind>().TryMoveUIFocus(e.Command); } }
private void ExamineMode_PlayerInputting(object sender, PlayerInputEventArgs e) { if (EnterMode(e)) { GetComponent <GameModeManager>().SwitchGameMode( new SwitchGameModeEventArgs( GameModeTag.NormalMode, GameModeTag.ExamineMode)); } else if (LeaveMode(e)) { GetComponent <GameModeManager>().SwitchGameMode( new SwitchGameModeEventArgs( GameModeTag.ExamineMode, GameModeTag.NormalMode)); } }
private void StartScreen_PlayerInputting(object sender, PlayerInputEventArgs e) { if (e.GameMode != GameModeTag.StartMode) { return; } if (LeaveStartScreen(e)) { GetComponent <InitializeMainGame>().enabled = true; GetComponent <GameModeManager>().SwitchGameMode(enterNormal); } else if (EnterBuildSkill(e)) { GetComponent <GameModeManager>().SwitchGameMode(enterBuildSkill); } }
private void LogMode_PlayerInputting(object sender, PlayerInputEventArgs e) { SwitchGameModeEventArgs sgme; if (EnterLogMode(e)) { sgme = new SwitchGameModeEventArgs( GameModeTag.NormalMode, GameModeTag.LogMode); GetComponent <GameModeManager>().SwitchGameMode(sgme); } else if (LeaveLogMode(e)) { sgme = new SwitchGameModeEventArgs( GameModeTag.LogMode, GameModeTag.NormalMode); GetComponent <GameModeManager>().SwitchGameMode(sgme); } }
private bool LeaveMode(PlayerInputEventArgs e) { if (e.GameMode != GameModeTag.AimMode) { return(false); } switch (e.Command) { case CommandTag.Confirm: return(IsValidSkill(pcUseSkill)); case CommandTag.Cancel: pcUseSkill = CommandTag.INVALID; return(true); default: return(false); } }
private bool EnterMode(PlayerInputEventArgs e) { if ((e.GameMode != GameModeTag.NormalMode) && (e.GameMode != GameModeTag.AimMode)) { return(false); } switch (e.Command) { case CommandTag.SkillQ: case CommandTag.SkillW: case CommandTag.SkillE: case CommandTag.SkillR: pcUseSkill = e.Command; return(true); default: return(false); } }
private void AimMode_PlayerInputting(object sender, PlayerInputEventArgs e) { if (EnterMode(e)) { GetComponent <GameModeManager>().SwitchGameMode( new SwitchGameModeEventArgs( GetComponent <GameModeManager>().CurrentGameMode, GameModeTag.AimMode, e.Command)); } else if (LeaveMode(e)) { GetComponent <GameModeManager>().SwitchGameMode( new SwitchGameModeEventArgs( GameModeTag.AimMode, GameModeTag.NormalMode)); if (pcUseSkill != CommandTag.INVALID) { OnVerifiedSkill(new VerifiedSkillEventArgs(pcUseSkill)); } } }
// TODO: Rewrite condition check. private bool LeaveStartScreen(PlayerInputEventArgs e) { return(e.Command == CommandTag.Confirm); }
private bool EnterMode(PlayerInputEventArgs e) { return((e.GameMode == GameModeTag.NormalMode) && (e.Command == CommandTag.ExamineMode)); }
/// <summary> /// Event handler for typing this into the host address. /// </summary> void HostAddressMenuEntryTyped(object sender, PlayerInputEventArgs e) { bool resetText = false; if (e.KeysTyped != string.Empty && hostAddress.Length < MAX_ADDRESS_LENGTH) // Add a character { typingSoundEffect.Play(); hostAddress.Append(e.KeysTyped); resetText = true; } if (e.TypingBackspace && hostAddress.Length > 0) // Remove a character { typingSoundEffect.Play(); hostAddress.Remove(hostAddress.Length - 1, 1); resetText = true; } if (e.TypingAccepted) // User has entered a value { menuSelectSoundEffect.Play(); lastAddress = hostAddress.ToString(); } else if (e.TypingCancelled) // User has cancelled their input { menuCancelSoundEffect.Play(); hostAddress.Clear(); hostAddress.Append(lastAddress); resetText = true; } if (resetText) // Update the on-screen text { SetMenuEntryText(); } return; }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void HostPortMenuEntrySelected(object sender, PlayerInputEventArgs e) { TypingInput = true; return; }
private bool LeaveMode(PlayerInputEventArgs e) { return((e.GameMode == GameModeTag.ExamineMode) && (e.Command == CommandTag.Cancel)); }
/// <summary> /// Event handler for typing this into the host address. /// </summary> void HostPortMenuEntryTyped(object sender, PlayerInputEventArgs e) { bool resetText = false; if (e.KeysTyped != string.Empty && hostPort.Length < MAX_PORT_LENGTH) // Add a character { for (int i = 0; i < e.KeysTyped.Length; i += 1) { if (char.IsDigit(e.KeysTyped[i])) { hostPort.Append(e.KeysTyped[i]); resetText = true; } } if (resetText) // If at least a key was found, type it { typingSoundEffect.Play(); } } if (e.TypingBackspace && hostPort.Length > 0) // Remove a character { typingSoundEffect.Play(); hostPort.Remove(hostPort.Length - 1, 1); resetText = true; } if (e.TypingAccepted) // User has entered a value { menuSelectSoundEffect.Play(); lastPort = hostPort.ToString(); } else if (e.TypingCancelled) // User has cancelled their input { menuCancelSoundEffect.Play(); hostPort.Clear(); hostPort.Append(lastPort); resetText = true; } if (resetText) // Update the on-screen text { SetMenuEntryText(); } return; }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void StartGameMenuEntrySelected(object sender, PlayerInputEventArgs e) { //send game start packet lc.SendLaunchPacket(); return; }
private void Wizard_PlayerInputting(object sender, PlayerInputEventArgs e) { ListenPCInput(e); }
/// <summary> /// Event handler for when the Play Game menu entry is selected. /// </summary> void ContinueMenuEntrySelected(object sender, PlayerInputEventArgs e) { int port; if (!int.TryParse(hostPort.ToString(), out port) || port <= MIN_PORT || port >= MAX_PORT) { return; } string hostAddressString = hostAddress.ToString().Trim(); if (string.IsNullOrWhiteSpace(hostAddressString)) // Sanity { return; } GameClient gc = new GameClient(); gc.ConnectToGame(hostAddressString, port); ScreenManager.AddScreen(new LobbyScreen(gc.Lobby)); return; }
private bool EnterBuildSkill(PlayerInputEventArgs e) { return(e.Command == CommandTag.PrintSkill); }