void Awake() { inputState = GetComponent <inputState> (); walkBehavior = GetComponent <walk> (); animator = GetComponent <Animator> (); collisionState = GetComponent <collisionState> (); duckBehavior = GetComponent <duck> (); }
// Use this for initialization void Start() { _state = new inputState(); _controller = GetComponent <CharacterController>(); _velocity = new Vector3(0.0f, 0.0f, 0.0f); _normalizedMovement = new Vector3(0.0f, 0.0f, 0.0f); _acceleration = Parameters.acceleration; _maxSpeed = Parameters.maxSpeed; }
public ProcessGPIOEvents(ProcessGPIOEvents right) { m_Ident = right.m_Ident; m_GPIOInputs = new List <GPIOObjectProcess>(right.m_GPIOInputs); m_GPIOOutputs = new List <GPIOObjectProcess>(right.m_GPIOOutputs); m_AccessRights = right.m_AccessRights; m_GPIOEnvironmentConnector = right.m_GPIOEnvironmentConnector; m_InputState = right.m_InputState; m_FlankTicks = right.m_FlankTicks; }
public ProcessGPIOEvents(string Ident) { m_Ident = Ident; m_GPIOInputs = new List <GPIOObjectProcess>(); m_GPIOOutputs = new List <GPIOObjectProcess>(); m_AccessRights = 0; m_GPIOEnvironmentConnector = null; m_InputState = inputState.waitforInitFlank; // m_LookFor = null; m_FlankTicks = 0; }
// We initialize each input. void Start() { inputs = new inputState[trueInputNames.Length]; for(int i = 0; i < trueInputNames.Length ; i += 1){ inputState toPut = new inputState(); toPut.type = i; toPut.trueInputName = trueInputNames[i]; toPut.isActive = false; toPut.lastTimePressed = 0; inputs[i] = toPut; } }
void Update() { if (input.action2 && !hitboxHolder.doingAttack) { AttackData d = attacks.neutral; inputState myState = getCurrentState(); switch (myState) { case inputState.neutral: d = attacks.neutral; break; case inputState.ftilt: d = attacks.fTilt; break; case inputState.dtilt: d = attacks.dTilt; break; case inputState.utilt: d = attacks.uTilt; break; case inputState.uair: d = attacks.uAir; break; case inputState.fair: d = attacks.fAir; break; case inputState.bair: d = attacks.bAir; break; case inputState.dair: d = attacks.dAir; break; case inputState.nair: d = attacks.nAir; break; } createAttack(d); } }
public void Die() { //Debug.Log("Die"); if (playerState == inputState.ragdoll) { playerState = inputState.free; ragdoll.Die(); } headDirection.gameObject.GetComponent <Camera>().fieldOfView = 179; move._movState = PlayerMovement.movementState.standing; GetComponent <Rigidbody> ().velocity = Vector3.zero; move.grounded = true; move.timeSinceGrounded = 0; if (blinkBall != null) { Destroy(blinkBall.gameObject); } transform.position = currentRespawnPoint.position; currentRespawnPoint.GetComponent <SpawnPoint>().RespawnFX(); }
// Use this for initialization void Start() { body2d = GetComponent <Rigidbody2D> (); inputState = GetComponent <inputState> (); }
// Fixed update from PlayerScript public virtual void UpdatePhysics() { currentCharacterState = characterState.Idle; physVel = Vector2.zero; // move left if(xCurrentInputState == inputState.Walk) { physVel.x = walkVel * xAcceleration; currentCharacterState = characterState.Walk; } else if(xCurrentInputState == inputState.Run){ currentCharacterState = characterState.Run; physVel.x = runVel * xAcceleration; } if(detectFall()) { grounded = false; currentCharacterState = characterState.Jump; _rigidbody.AddForce(-Vector3.up * fallVel); } else { grounded = true; jumps = 0; } //wall jump if (!grounded && detectWallSlide ()) { jumps = 0; } // jump (after raycasting to avoid unfortunate jump reset even before actually jumping) if(yCurrentInputState == inputState.Jump) { if(jumps < maxJumps) { GlobalHandlers.soundManager.PlayJump(); jumps ++; if(jumps == 1) { _rigidbody.velocity = new Vector2(physVel.x, jumpVel); } else {// Keeping it for later, no more double jump for now _rigidbody.velocity = new Vector2(physVel.x, jump2Vel); } } } // actually move the player _rigidbody.velocity = new Vector2(physVel.x, _rigidbody.velocity.y); // inputstate reset once the command has been executed xCurrentInputState = inputState.None; yCurrentInputState = inputState.None; }
public override void UpdatePlaying() { shootTimer += Time.deltaTime; bindings = InputManager._instance.bindings; if (bindings.pauseGame.WasPressed) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; Globals.gameState = GameState.Paused; } if (playerState == inputState.free) { move.MovePlayer(new Vector3(bindings.move.X, 0, bindings.move.Y)); if (bindings.fire.IsPressed && shootTimer > 0.25 && !weapon.charging) { if (CheckWallDistance()) { weapon.PrepareToFire(); } } if (bindings.fire.WasReleased && weapon.charging) { if (CheckWallDistance()) { blinkBall = weapon.Fire(); weapon.charging = false; } } if (bindings.blink.IsPressed) { if (blinkBall != null) { blinkBall.SetPlayer(gameObject); } //peeking = true; } if (bindings.blink.WasReleased) { if (blinkBall != null) { shootTimer = 0; //peeking = false; weapon.GetComponentInChildren <SkinnedMeshRenderer> ().enabled = true; blinkBall.Teleport(gameObject); } else { // Play an error sound or something; } } if (Input.GetKeyDown(KeyCode.V)) { if (QualitySettings.vSyncCount != 0) { QualitySettings.vSyncCount = 0; } else { QualitySettings.vSyncCount = 1; } } } move.CameraMove(new Vector3(-bindings.look.Y, bindings.look.X, 0)); if (bindings.ragdoll.WasPressed) { Debug.Log("Ragdoll toggle"); if (playerState == inputState.free) { playerState = inputState.ragdoll; ragdoll.Activate(); } else { playerState = inputState.free; ragdoll.Deactivate(); } } if (bindings.respawn.WasPressed) { Die(); } }
private void MainLoop() { while (true) { Bitmap screenshot = Screen.CaptureWindow(OverwatchHandle); inputState currentstate = getState(screenshot); WindowRenderer.Render(); if (currentstate != prevInputState) { prevInputState = currentstate; switch (currentstate) { case inputState.sessionbegin: initiated = false; KeyManager.SendKey(GetGameKey(gameKeys.Interact)); //This will take us to song info entering state | I ended up skipping it break; case inputState.inputsens: KeyManager.SendBinaryInput(MakeItLeet(MouseSens.ToString()), OverwatchHandle); KeyManager.SendKey(GetGameKey(gameKeys.Ultimate)); break; case inputState.inputtype: if (OWStuff.MouseSens == -60) { KeyManager.SendMEvent(KeyManager.mousevent.LeftClick, OverwatchHandle); } else { KeyManager.SendMEvent(KeyManager.mousevent.RightClick, OverwatchHandle); } break; case inputState.hostage: int winner = getVoteResult(screenshot); //read the winner song and play it if (winner == -69) { Console.WriteLine("Unable to recognize vote winner. You may need to update color definitions"); break; } Player.Player.Play(Player.Player.GetMusicUrl(winner)); //I think I had a stroke KeyManager.SendKey(GetGameKey(gameKeys.Ultimate)); break; case inputState.idle: break; case inputState.songlength: if (!initiated) { KeyManager.SendInput(Player.Player.MusicInfo.length.ToString()); initiated = true; Player.Player.Play(initurl); } else { KeyManager.SendInput(Player.Player.getSimilar[enteredInfoIter].length.ToString()); enteredInfoIter++; if (enteredInfoIter == 3) { enteredInfoIter = 0; } } KeyManager.SendKey(GetGameKey(gameKeys.Ultimate)); break; case inputState.songname: if (!initiated) { KeyManager.SendInput(Player.Player.MusicInfo.name + " | " + Player.Player.MusicInfo.artist); } else { KeyManager.SendInput(Player.Player.getSimilar[enteredInfoIter].name + "|" + Player.Player.getSimilar[enteredInfoIter].artist); //I have no comments on my naming etiquette } Thread.Sleep(100); KeyManager.SendKey(GetGameKey(gameKeys.Ultimate)); break; case inputState.teleported: break; case inputState.unrecognized: break; //I don't know what to do with these informations } } screenshot.Dispose(); Player.Player.Tick(); WindowRenderer.Render(); Thread.Sleep(1000); } }
public void setJumps(inputState toSet) { jump = toSet; }
public void setDirectionalY(inputState toSet) { directionalY = toSet; }
public void setAttack(inputState toSet) { attack = toSet; }
protected virtual void Awake() { inputState = GetComponent <inputState> (); body2D = GetComponent <Rigidbody2D> (); collisionState = GetComponent <collisionState> (); }
// Update is called once per frame public void Update() { if (networkView.isMine) { if (NetworkManager._playerPos == NetworkManager.PlayerPosition.Player1) { CamMovement._target = GameObject.FindGameObjectWithTag("Player1"); } // these are false unless one of keys is pressed currentInputState = inputState.None; // keyboard input if (Input.GetKey (KeyCode.LeftArrow)) { currentInputState = inputState.WalkLeft; facingDir = facing.Left; } if (Input.GetKey (KeyCode.RightArrow) && currentInputState != inputState.WalkLeft) { currentInputState = inputState.WalkRight; facingDir = facing.Right; } if (Input.GetKeyDown (KeyCode.UpArrow)) { currentInputState = inputState.Jump; } UpdatePhysics (); checkIfFallen(); manageCheckPoints(); } }