private void Devour(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { if (ctx.ReadValue <float>() < 0.5) { return; } //if (tokHandler == null || !tokHandler.HavingToken()) // return; //Debug.Log($"tokHandler.DestroyTarget"); //tokHandler.DestroyTargetObject(targetObject); }
public void OnAxisZValueChanged(UnityEngine.InputSystem.InputAction.CallbackContext context) { // update tracked attitude this.gameObject.transform.SetPositionAndRotation( this.gameObject.transform.position, UnityEngine.Quaternion.AngleAxis( context.ReadValue<float>() * (this.m_axisZ_max_angle - this.m_axisZ_min_angle) / 2.0f, UnityEngine.Vector3.right ) ); } /* OnAxisZValueChanged() */
private void Echo(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { if (ctx.ReadValue <float>() < 0.5) { return; } //if (tokHandler == null || !tokHandler.HavingToken()) // return; //tokHandler.PushStateInto("k1", Time.fixedTime); //var obj = tokHandler.CreateInRoomObject(); }
private void AccelPerformed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { switch (operatingSystemFamily) { case OperatingSystemFamily.Other: break; case OperatingSystemFamily.MacOSX: break; case OperatingSystemFamily.Windows: accel = Mathf.InverseLerp(1f, -1f, obj.ReadValue <float>()); break; case OperatingSystemFamily.Linux: accel = Mathf.InverseLerp(-1f, 1f, obj.ReadValue <float>()); break; default: break; } }
private void UpdateRunVariable(UnityEngine.InputSystem.InputAction.CallbackContext obj) { _isClicking = !obj.canceled; if (!GameManager.Instance.IsRunning) { return; } // readValue.x < 0 = going left, readValue.x > 0 = going right // readValue.y < 0 = going backward, readValue.y > 0 = going forward readValue = _isClicking ? obj.ReadValue <Vector2>() : Vector2.zero; anim.SetFloat("Speed", readValue.magnitude * runMultiplier); }
private void Emit(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { if (ctx.ReadValue <float>() < 0.5) { return; } //if (tokHandler == null || !tokHandler.HavingToken()) // return; //if (!RaiseEventHelper.instance.RaiseEvent(new object[] { "Emit", Time.time })) //{ // Debug.LogWarning($"RaiseEvent Report Error!"); //} }
void RemoveHostPlayer(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { Debug.Log("RemoveHostPlayer"); if (ctx.ReadValue <float>() < 0.5) { return; } if (!playerMaker.GetMine()) { Debug.Log("HostPlayer Null"); return; } playerMaker.DestroyObject(); }
void CreateHostPlayer(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { Debug.Log("CreateHostPlayer"); if (ctx.ReadValue <float>() < 0.5) { return; } if (playerMaker.GetMine() != null) { Debug.Log("HostPlayer Created"); return; } playerMaker.InstantiateObject(); }
//[Header("RoomObject")] void CreateRoomObject(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { if (ctx.ReadValue <float>() < 0.5) { return; } Debug.Log("TryCreateRoomObject"); var data = new InstantiationData() { tokenType = SyncTokenType.General }; data[InstantiationData.InstantiationKey.objectname.ToString()] = "RoomObject"; data[InstantiationData.InstantiationKey.sceneobject.ToString()] = "create"; ServiceManager.Instance.networkSystem.InstantiateRoomObject(data); }
void DestroyRoomObject(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { if (ctx.ReadValue <float>() < 0.5) { return; } Debug.Log("TryDestroyRoomObject"); if (ServiceManager.Instance.interactionManager.IsMine()) { var tknUser = (ServiceManager.Instance.interactionManager.TargetObject as GameObject).GetComponent <ISyncHandlerUser>(); var instData = tknUser.SupplyInstantiationData; instData[InstantiationData.InstantiationKey.sceneobject.ToString()] = "destroy"; ServiceManager.Instance.networkSystem.DestroyRoomObject(instData); } Debug.LogWarning($"Cannot Destroy NonOwnedRoomObject"); }
private void DeltaAxis_performed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { var val = obj.ReadValue <Vector2>(); float sensitivity = 0.5f; Vector3 vp = _Camera.ScreenToViewportPoint(new Vector3(val.x, val.y, _Camera.nearClipPlane)); vp.x -= 0.5f; vp.y -= 0.5f; vp.x *= sensitivity; vp.y *= sensitivity; vp.x += 0.5f; vp.y += 0.5f; Vector3 sp = _Camera.ViewportToScreenPoint(vp); Vector3 v = _Camera.ScreenToWorldPoint(sp); transform.LookAt(v, transform.up); }
private void DPad(UnityEngine.InputSystem.InputAction.CallbackContext obj) { var dpad = obj.ReadValue <Vector2>(); if (dpad.y == 1) // up { // } else if (dpad.y == -1) // down { // } else if (dpad.x == 1) // right { // } else if (dpad.x == -1) // left { // } }
private void OnNewDirectionPressed(UnityEngine.InputSystem.InputAction.CallbackContext context) { Vector2 currentDir = context.ReadValue <Vector2>(); currentDir.Normalize(); float signedAngle = Vector3.SignedAngle(lastDir, currentDir, -Vector3.forward); doneDegree += signedAngle; float percentage = doneDegree / neededDegree; fillImage.fillAmount = percentage; fillImage.color = Color.Lerp(minAmountColor, maxAmountColor, percentage); if (doneDegree >= neededDegree) { player.audioSource.PlayOneShot(successSound); OnMinigameSuccess.Invoke(); } lastDir = currentDir; }
private void SteerPerformed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { steer = obj.ReadValue <float>(); }
private void ButtonLB(UnityEngine.InputSystem.InputAction.CallbackContext obj) { brake = obj.ReadValue <float>(); }
public void OnZoomTouch(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { Vector2 finger1 = ctx.ReadValue <Vector2>(); }
private void BrakePerformed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { brake = Mathf.InverseLerp(1f, -1f, obj.ReadValue <float>()); }
private void DirectionStarted(UnityEngine.InputSystem.InputAction.CallbackContext obj) { keyboardInput = obj.ReadValue <Vector2>(); }
} /* SetActive() */ #endregion #region Event delegate private void OnAxisZValueChanged(UnityEngine.InputSystem.InputAction.CallbackContext context) { // dispatch event this.Dispatcher.RaiseAxisZValueChanged(context.ReadValue <float>()); } /* OnAxisZValueChanged() */
public void OnMoveDirection(InputContext action) { moveDirection = action.ReadValue <Vector2>(); }
private void Movement_performed(UnityEngine.InputSystem.InputAction.CallbackContext obj) => _onMovementAction?.Invoke(obj.ReadValue <Vector2>());
private void Move_performed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { move = obj.ReadValue <Vector2>(); }
private void PerformMovement(UnityEngine.InputSystem.InputAction.CallbackContext obj) { movementInput = obj.ReadValue <Vector2>(); }
private void PointerPosition_performed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { mousePosition = obj.ReadValue <Vector2>(); }
private void Aim_performed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { _aimPoint = obj.ReadValue <Vector2>(); }
// TODO: Simulate LeftStick continuous axis with WASD public void OnAxesLeft(UnityInput.InputAction.CallbackContext context) { var axis = Vector2.ClampMagnitude(context.ReadValue <Vector2>(), 1); Game.Instance.HandleAxesLeft(this, axis); }
private void UpdateCursorPosition(UnityEngine.InputSystem.InputAction.CallbackContext context) { m_mousePosition = context.ReadValue <Vector2>(); }
public void OnTurnDirection(InputContext action) { turnDirection = action.ReadValue <Vector2>(); }
private void DirectionPerformed(UnityEngine.InputSystem.InputAction.CallbackContext obj) { Input = obj.ReadValue <Vector2>(); }
private void OnRotation(UnityEngine.InputSystem.InputAction.CallbackContext ctx) { _rotationDirection = ctx.ReadValue <Vector2>(); }