Exemple #1
0
    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() */
Exemple #3
0
    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);
        }
Exemple #6
0
    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);
    }
Exemple #12
0
        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;
    }
Exemple #14
0
 private void SteerPerformed(UnityEngine.InputSystem.InputAction.CallbackContext obj)
 {
     steer = obj.ReadValue <float>();
 }
Exemple #15
0
 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>();
 }
Exemple #17
0
 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>());
Exemple #22
0
 private void Move_performed(UnityEngine.InputSystem.InputAction.CallbackContext obj)
 {
     move = obj.ReadValue <Vector2>();
 }
Exemple #23
0
 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>();
 }
Exemple #25
0
 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>();
 }
Exemple #29
0
 private void DirectionPerformed(UnityEngine.InputSystem.InputAction.CallbackContext obj)
 {
     Input = obj.ReadValue <Vector2>();
 }
Exemple #30
0
 private void OnRotation(UnityEngine.InputSystem.InputAction.CallbackContext ctx)
 {
     _rotationDirection = ctx.ReadValue <Vector2>();
 }