public static IObservable <NamedControllerId> ActiveJoystick()
 {
     return(UnityObservable.CreateUpdate <NamedControllerId>(observer => {
         var xinputJoystickId = XInput.AnyJoystick();
         var unityJoystickId = UnityInputMaps.AnyJoystick();
         if (xinputJoystickId.HasValue)
         {
             var controllerId = new ControllerId.XInput(xinputJoystickId.Value);
             observer.OnNext(new NamedControllerId(controllerId, "XInput controller"));
         }
         else if (unityJoystickId.HasValue)
         {
             var controllerId = new ControllerId.Unity(unityJoystickId.Value);
             var controllerName = UnityEngine.Input.GetJoystickNames()[controllerId.Id];
             observer.OnNext(new NamedControllerId(controllerId, controllerName));
         }
     })
            // XInput takes presedence over unity input because we know how to handle it better.
            // So if we detect an XInput device we ignore the Unity device(s) detected during the
            // same window.
            .Window(TimeSpan.FromSeconds(0.8f), Scheduler.TaskPool)
            .SelectMany(inputSources => {
         return inputSources.Scan((selectedInputSource, inputSource) => {
             if (selectedInputSource.ControllerId is ControllerId.XInput)
             {
                 return selectedInputSource;
             }
             return inputSource;
         }).TakeLast(1);
     })
            .ObserveOn(UnityThreadScheduler.MainThread));;
 }
Exemple #2
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 public static IObservable <FMOD.Studio.System> StudioSystem()
 {
     return(UnityObservable.CreateUpdate <FMOD.Studio.System>(observer => {
         if (Fmod.StudioSystem.isValid())
         {
             observer.OnNext(Fmod.StudioSystem);
             observer.OnCompleted();
         }
     }));
 }
        protected override IDisposable SubscribeCore(IObserver <T> observer, IDisposable cancel)
        {
            var d = new MultipleAssignmentDisposable();

            d.Disposable = UnityObservable.TimerFrame(frameCount, frameCountType)
                           .SubscribeWithState3(observer, d, source, (_, o, disp, s) =>
            {
                disp.Disposable = s.Subscribe(o);
            });

            return(d);
        }
    public void Initialize()
    {
        if (!_isInitialized)
        {
            if (_openEditor == null)
            {
                _openEditor = new Subject <Unit>();
            }
            if (_closeEditor == null)
            {
                _closeEditor = new Subject <Unit>();
            }
            if (_disposables == null)
            {
                _disposables = new CompositeDisposable();
            }

            // Get the Gui camera, this will break in Oculus mode
            var cameraMovement = _spectatorCamera;

            var cameraTransform = new Ref <ImmutableTransform>(
                () => cameraMovement.transform.MakeImmutable(),
                transform => cameraMovement.transform.Set(transform));

            var isCourseEditorOpen = _openEditor.Select(_ => true)
                                     .Merge(_closeEditor.Select(_ => false))
                                     .StartWith(false);

            var courseStorageActions  = new CourseStorageActions();
            var courseSelectorActions = new CourseSelectorActions();
            var courseEditorActions   = new CourseEditorActions();
            var closeCurrentCourse    = new Subject <Unit>();

            var fileStorage = CoursesFileStorage.CourseUpdater(courseStorageActions, CoursesFileStorage.CoursesDir.Value);
            _disposables.Add(fileStorage);

            var customCourses = CoursesFileStorage.CustomCourses.Value
                                .ObserveOn(UnityThreadScheduler.MainThread);
            var courseSelectorStore = CourseSelectorStore.Create(courseSelectorActions, customCourses, isCourseEditorOpen);
            _disposables.Add(courseSelectorStore.Connect());
            var courseEditorStore = CourseSelectorStore.CreateCourseEditorStore(
                course => CourseEditorStore.Create(courseEditorActions, course, cameraTransform),
                courseSelectorStore.Select(s => {
                if (s.SelectedCourse.IsJust)
                {
                    return(s.AvailableCourses.Find(c => c.Id.Equals(s.SelectedCourse.Value)));
                }
                return(Maybe.Nothing <CourseData>());
            }));
            _disposables.Add(courseEditorStore.Connect());

            _disposables.Add(_openEditor.Subscribe(_ => _courseEditorGui.Show()));
            _disposables.Add(closeCurrentCourse
                             .WithLatestFrom(courseEditorStore, (_, finalCourseState) => finalCourseState)
                             .Subscribe(finalCourseState => {
                // Storing course changes to disk
                Debug.Log("deselecting a course");
                courseStorageActions.UpdateCourse.OnNext(finalCourseState.ToSerializableFormat());

                courseSelectorActions.DeselectCourse.OnNext(Unit.Default);
            }));

            // Initialize input for course editor store
            var propRenderer = new PropRenderer <PropId>(propId => "__CourseEditor-" + propId);
            // Clear the prop renderer when done editing
            _disposables.Add(courseEditorStore.Subscribe(_ => propRenderer.Clear()));
            CourseEditorInput.InitializeCourseEditor(courseEditorActions, courseEditorStore, _gameCamera, cameraTransform, _renderableProps, propRenderer, _clock);

            _courseEditorGui.CourseStorageActions  = courseStorageActions;
            _courseEditorGui.CourseEditorActions   = courseEditorActions;
            _courseEditorGui.CourseSelectorActions = courseSelectorActions;
            _courseEditorGui.CourseEditorChanges   = courseEditorStore;
            _courseEditorGui.CourseSelectorChanges = courseSelectorStore;
            _courseEditorGui.CloseCurrentCourse    = closeCurrentCourse;
            _courseEditorGui.CloseEditor           = _closeEditor;
            _courseEditorGui.ActiveLanguage        = _activeLanguage;
            _courseEditorGui.Initialize();

            var rightMouseButtonPressed = UnityObservable.CreateUpdate <bool>(observer => {
                if (Input.GetMouseButtonDown(1))
                {
                    observer.OnNext(true);
                }
                else if (Input.GetMouseButtonUp(1))
                {
                    observer.OnNext(false);
                }
            });

            _disposables.Add(courseSelectorStore
                             .CombineLatest(isCourseEditorOpen, rightMouseButtonPressed, (state, isOpen, isRightMouseButtonIsPressed) => {
                return(state.SelectedCourse.IsJust && isOpen && isRightMouseButtonIsPressed);
            })
                             .StartWith(false)
                             .Subscribe(isMovementEnabled => {
                if (isMovementEnabled)
                {
                    cameraMovement.EnableInputProcessing();
                }
                else
                {
                    cameraMovement.DisableInputProcessing();
                }
            }));

            _disposables.Add(_closeEditor.Subscribe(_ => {
                _courseEditorGui.Hide();
                propRenderer.Clear();
            }));

            _isInitialized = true;
        }
    }
Exemple #5
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        public static void InitializeCourseEditor(CourseEditorActions actions, IObservable <CourseEditorState> store,
                                                  Camera camera, Ref <ImmutableTransform> cameraTransform, RingProps renderableProps,
                                                  PropRenderer <PropId> propRenderer,
                                                  IClock clock)
        {
            var courseUpdates = store
                                .Do(state => {
                var rProps = state.Props.Select(kvPair => {
                    var propId = kvPair.Key;
                    var prop   = kvPair.Value;
                    return(new KeyValuePair <PropId, RenderableProp>(
                               propId, new RenderableProp(prop.Transform, renderableProps.Factory[prop.PropType].Spawn)));
                })
                             .ToDictionary();
                propRenderer.Update(rProps);
            }).Replay(1);

            courseUpdates.Connect();

            var keyboardEvents = UnityRxKeyboard.CreateKeyboard();

            var highlight = ObjectPlacement.ObjectHighlight(camera, LayerMaskUtil.FullMask)
                            .Select(go => {
                if (go.IsJust)
                {
                    var id = go.Value.GetComponent <Id>();
                    if (id != null && id.Value.StartsWith("__CourseEditor-"))
                    {
                        return(Maybe.Just(new PropId(id.Value.Replace("__CourseEditor-", ""))));
                    }

                    return(Maybe.Nothing <PropId>());
                }

                return(Maybe.Nothing <PropId>());
            });

            var leftMouseClick = keyboardEvents
                                 .KeyDown()
                                 .Where(c => c == KeyCode.Mouse0)
                                 .Select(c => Unit.Default);

            var selection = ObjectPlacement.ObjectSelection(highlight, leftMouseClick);

            IObservable <Unit> undo;
            IObservable <Unit> redo;

            // Editor already binds to default undo/redo keys so we need a different
            // mapping for them
            if (Application.isEditor)
            {
                undo = UnityObservable.CreateUpdate <Unit>(observer => {
                    if (UnityEngine.Input.GetKeyDown(KeyCode.Z))
                    {
                        observer.OnNext(Unit.Default);
                    }
                });
                redo = UnityObservable.CreateUpdate <Unit>(observer => {
                    if (UnityEngine.Input.GetKeyDown(KeyCode.Y))
                    {
                        observer.OnNext(Unit.Default);
                    }
                });
            }
            else
            {
                var historyCommands = UnityObservable.CreateUpdate <string>(observer => {
                    if (UnityEngine.Input.GetKey(KeyCode.LeftControl) && UnityEngine.Input.GetKeyDown(KeyCode.Y))
                    {
                        observer.OnNext("redo");
                    }
                    else if (UnityEngine.Input.GetKey(KeyCode.LeftControl) && UnityEngine.Input.GetKeyDown(KeyCode.Z))
                    {
                        observer.OnNext("undo");
                    }
                });
                undo = historyCommands
                       .Where(c => c.Equals("undo"))
                       .Select(c => Unit.Default);
                redo = historyCommands
                       .Where(c => c.Equals("redo"))
                       .Select(c => Unit.Default);
            }

            var createProp = UnityObservable.CreateUpdate <Unit>(observer => {
                if (UnityEngine.Input.GetKey(KeyCode.LeftControl) && UnityEngine.Input.GetKeyDown(KeyCode.F))
                {
                    observer.OnNext(Unit.Default);
                }
            });
            var deleteProp = keyboardEvents
                             .KeyDown()
                             .Where(key => key == KeyCode.Delete)
                             .Select(key => Unit.Default);

            Func <KeyCode, Vector3> key2Translation = key => {
                if (key == KeyCode.W)
                {
                    return(new Vector3(0, 0, 1));
                }
                else if (key == KeyCode.S)
                {
                    return(new Vector3(0, 0, -1));
                }
                else if (key == KeyCode.A)
                {
                    return(new Vector3(-1, 0, 0));
                }
                else if (key == KeyCode.D)
                {
                    return(new Vector3(1, 0, 0));
                }
                else if (key == KeyCode.Q)
                {
                    return(new Vector3(0, -1, 0));
                }
                else if (key == KeyCode.E)
                {
                    return(new Vector3(0, 1, 0));
                }
                return(Vector3.zero);
            };

            Func <KeyCode, Vector3> key2Rotation = key => {
                if (key == KeyCode.W)
                {
                    return(new Vector3(1, 0, 0));
                }
                else if (key == KeyCode.S)
                {
                    return(new Vector3(-1, 0, 0));
                }
                else if (key == KeyCode.D)
                {
                    return(new Vector3(0, 1, 0));
                }
                else if (key == KeyCode.A)
                {
                    return(new Vector3(0, -1, 0));
                }
                return(Vector3.zero);
            };

            var selectedTransformTool = courseUpdates
                                        .Select(state => state.SelectedTransformTool)
                                        .DistinctUntilChanged(EnumComparer <TransformTool> .Instance);

            var switchTransformTool = selectedTransformTool.Select(tool => {
                return(UnityObservable.CreateUpdate <Unit>(observer => {
                    if (UnityEngine.Input.GetKeyDown(KeyCode.LeftAlt) || UnityEngine.Input.GetKeyDown(KeyCode.RightAlt))
                    {
                        observer.OnNext(Unit.Default);
                    }
                })
                       .Select(_ => CourseEditor.TransformTools.GetNext(tool)));
            }).Switch();

            var ticks = UnityRxObservables.UpdateTicks(() => clock.DeltaTime);

            var keysHeldStream =
                UnityRxKeyboard.CreateKeyboard(new[]
                                               { KeyCode.W, KeyCode.S, KeyCode.A, KeyCode.D, KeyCode.Q, KeyCode.E, KeyCode.Mouse1 }).KeysHeld();

            var combinedTransformation = ticks.CombineLatest(
                keysHeldStream.CombineLatest(selectedTransformTool,
                                             (keysHeld, transformTool) => new { KeysHeld = keysHeld, TransformTool = transformTool }),
                (deltaTime, data) => {
                var rotationSpeed = 80f;
                var movementSpeed = 16f;
                var transform     = ImmutableTransform.Identity;
                // Prevent collision with spectator camera movement.
                if (!data.KeysHeld.Contains(KeyCode.Mouse1))
                {
                    if (data.TransformTool == TransformTool.Rotate)
                    {
                        var rotation = data.KeysHeld
                                       .Aggregate(Vector3.zero, (current, key) => current + key2Rotation(key))
                                       .normalized *rotationSpeed *deltaTime;
                        transform = transform.Rotate(rotation);
                    }
                    else
                    {
                        var translation = data.KeysHeld
                                          .Aggregate(Vector3.zero, (current, key) => current + key2Translation(key))
                                          .normalized *movementSpeed *deltaTime;
                        transform = transform.Translate(translation);
                    }
                }

                return(transform);
            });

            var combinedTransformation2 = combinedTransformation
                                          .Window(() => {
                return(combinedTransformation
                       .Where(t => t.Equals(ImmutableTransform.Identity)));
            });

            var currentselectedProp = courseUpdates
                                      .Select(
                state => {
                var prop = state.SelectedProp.IsJust
                            ? Maybe.Just(state.Props[state.SelectedProp.Value])
                            : Maybe.Nothing <EditorProp>();
                return(prop);
            })
                                      .DistinctUntilChanged();

            var moveProp =
                currentselectedProp.CombineLatest(combinedTransformation2, (selectedProp, transformationCommand) => {
                if (selectedProp.IsJust)
                {
                    return(transformationCommand.Scan(
                               new Tuple <PropId, ImmutableTransform>(selectedProp.Value.Id, selectedProp.Value.Transform),
                               (accumulatedMovement, transformation) => {
                        var transformUpdate = accumulatedMovement._2
                                              .Rotate(transformation.Rotation)
                                              .Translate(transformation.Position, cameraTransform.V.Rotation)
                                              .Scale(transformation.Scale);
                        return new Tuple <PropId, ImmutableTransform>(accumulatedMovement._1, transformUpdate);
                    }));
                }
                else
                {
                    return(Observable.Empty <Tuple <PropId, ImmutableTransform> >());
                }
            });

            moveProp.Switch()
            .Subscribe(gameObjectMoveCommand => {
                var propId       = gameObjectMoveCommand._1;
                var newTransform = gameObjectMoveCommand._2;
                var go           = propRenderer.GetProp(propId);
                go.SetTransform(newTransform);
            });
            moveProp
            .Select(moveCommand => moveCommand.TakeLast(1))
            .Switch()
            .Subscribe(moveCommand => actions.UpdateProp.OnNext(moveCommand));

            var moveToNextProp = UnityObservable.CreateUpdate <string>(observer => {
                if (UnityEngine.Input.GetKey(KeyCode.LeftControl) && UnityEngine.Input.GetKeyDown(KeyCode.Tab))
                {
                    observer.OnNext("previous");
                }
                else if (UnityEngine.Input.GetKeyDown(KeyCode.Tab))
                {
                    observer.OnNext("next");
                }
            });

            courseUpdates
            .Select(state => {
                if (state.PropOrder.Count > 0)
                {
                    return(moveToNextProp.Select(command => {
                        if (state.SelectedProp.IsJust)
                        {
                            if (command.Equals("next"))
                            {
                                return state.PropOrder.GetNext(state.SelectedProp.Value);
                            }
                            else if (command.Equals("previous"))
                            {
                                return state.PropOrder.GetPrevious(state.SelectedProp.Value);
                            }
                        }
                        return state.PropOrder.First();
                    }));
                }
                return(Observable.Empty <PropId>());
            })
            .Switch()
            .Subscribe(newlySelectedProp => {
                actions.SelectProp.OnNext(Maybe.Just(newlySelectedProp));
                actions.MoveToProp.OnNext(newlySelectedProp);
            });


            // TODO When player presses 'V' move prop to camera perspective.


            createProp.Subscribe(_ => actions.CreateProp.OnNext(Unit.Default));
            deleteProp.Subscribe(_ => actions.DeleteSelectedProp.OnNext(Unit.Default));
            undo.Subscribe(_ => actions.Undo.OnNext(Unit.Default));
            redo.Subscribe(_ => actions.Redo.OnNext(Unit.Default));
            highlight.Subscribe(propId => actions.HighlightProp.OnNext(propId));
            selection.Subscribe(propId => actions.SelectProp.OnNext(Maybe.Just(propId)));
            switchTransformTool.Subscribe(tool => actions.SelectTransformTool.OnNext(tool));

            var moveToProp = courseUpdates.Select(state => {
                return(actions.MoveToProp.Select(propId => state.Props[propId]));
            }).Switch();

            moveToProp.Subscribe(prop => {
                Vector3 cameraRotation = cameraTransform.V.Rotation.eulerAngles;
                var propRotation       = prop.Transform.Rotation.eulerAngles;
                cameraTransform.V      = prop.Transform
                                         .TranslateLocally(new Vector3(0, 0, -30))
                                         .UpdateRotation(cameraRotation.X(propRotation.x).Y(propRotation.y));
            });

            // TODO This code can be much simpler
            var guiUpdates = courseUpdates
                             .Scan(new Diff <ObjectSelectionState?>(null, null), (previousDiff, state) => {
                Func <Maybe <PropId>, Maybe <GameObject> > findGameObject = propId => {
                    return(propId.IsJust
                            ? Maybe.Of(propRenderer.GetProp(propId.Value))
                            : Maybe.Nothing <GameObject>());
                };

                var @new = new ObjectSelectionState(findGameObject(state.HighlightedProp),
                                                    findGameObject(state.SelectedProp));
                var old = previousDiff.New;
                if (old.HasValue)
                {
                    if (old.Value.HighlightedObject.IsJust && old.Value.HighlightedObject.Value == null)
                    {
                        old = new ObjectSelectionState(Maybe.Nothing <GameObject>(), old.Value.SelectedObject);
                    }
                    if (old.Value.SelectedObject.IsJust && old.Value.SelectedObject.Value == null)
                    {
                        old = new ObjectSelectionState(old.Value.HighlightedObject, Maybe.Nothing <GameObject>());
                    }
                }

                return(new Diff <ObjectSelectionState?>(old, @new));
            });

            guiUpdates.Subscribe(guiState => {
                if (guiState.Old.HasValue)
                {
                    guiState.Old.Value.HighlightedObject.Do(obj => obj.GetComponentOfInterface <IHighlightable>().UnHighlight());
                    guiState.Old.Value.SelectedObject.Do(obj => obj.GetComponentOfInterface <ISelectable>().UnSelect());
                }

                guiState.New.Value.HighlightedObject.Do(obj => obj.GetComponentOfInterface <IHighlightable>().Highlight());
                guiState.New.Value.SelectedObject.Do(obj => obj.GetComponentOfInterface <ISelectable>().Select());
            });
        }