private void Update() { if (ButtonMappings.GetButtonDown(Button.Jump)) { StopSequence(); } }
public KBMInputMap() { //TODO setup some temporary mappings, just for testing AxisMappings.Add("NavigateX", new AxisMapping(KeyCode.RightArrow, KeyCode.LeftArrow, KeyCode.D, KeyCode.A, MouseAxis.Undefined, false)); AxisMappings.Add("NavigateY", new AxisMapping(KeyCode.UpArrow, KeyCode.DownArrow, KeyCode.W, KeyCode.S, MouseAxis.Undefined, false)); ButtonMappings.Add("Submit", new ButtonMapping(KeyCode.Return, KeyCode.Space, KeyCode.E)); ButtonMappings.Add("Cancel", new ButtonMapping(KeyCode.Escape, KeyCode.Backspace, KeyCode.None)); }
public void Update() { if (_currentTip != null && ButtonMappings.GetButtonDown(_waitButton)) { _currentTip.SetActive(false); _currentTip = null; } }
public bool IsAbilityBeingPressed(Weather ability) { if (ability == Weather.Wind) { return(_currentAbility == ability && ButtonMappings.GetButtonDown(Button.AbilityUse)); } return(_isBeingPressed && (_currentAbility == ability)); }
public GameController(Guid id, string name) { this.Id = id; this.Name = name; this.IsConnected = true; foreach (var command in EnumHelper.ToList(typeof(GameControllerButtonCommand))) { ButtonMappings.Add(new GameControllerButtonMapping((GameControllerButtonCommand)command.Key)); } foreach (var command in EnumHelper.ToList(typeof(GameControllerAxisCommand))) { AxisMappings.Add(new GameControllerAxisMapping((GameControllerAxisCommand)command.Key, false)); } }
private void HandleCharacterInput() { var characterInputs = new PlayerCharacterInputs { // Build the CharacterInputs struct MoveAxisForward = ButtonMappings.GetAxisInput(VerticalInput), MoveAxisRight = ButtonMappings.GetAxisInput(HorizontalInput), JumpDown = ButtonMappings.GetButtonDown(Button.Jump), //SprintHoldDown = Input.GetButton(SprintInput) || Input.GetKey(KeyCode.JoystickButton2), }; // Apply inputs to character Character.SetInputs(ref characterInputs); }
private void Update() { // Update active ability if (isWindEnabled && ButtonMappings.GetButtonDown(Button.WindActivate)) { ActivateAbility(Weather.Wind); } if (isRainEnabled && ButtonMappings.GetButtonDown(Button.RainActivate)) { ActivateAbility(Weather.Rain); } if (isFrostEnabled && ButtonMappings.GetButtonDown(Button.FrostActivate)) { ActivateAbility(Weather.Frost); } if (isSunEnabled && ButtonMappings.GetButtonDown(Button.SunActivate)) { ActivateAbility(Weather.Sun); } // Update when the player uses the ability bool isPressed = false; if (ButtonMappings.GetButtonDown(Button.AbilityUse)) { OnAbilityDown(_currentAbility); isPressed = true; } if (ButtonMappings.GetButton(Button.AbilityUse)) { OnAbility(_currentAbility); isPressed = true; } if (ButtonMappings.GetButtonUp(Button.AbilityUse)) { OnAbilityUp(_currentAbility); isPressed = true; } _isBeingPressed = isPressed; }
private void Deserialized(StreamingContext context) { foreach (var command in EnumHelper.ToList(typeof(GameControllerButtonCommand))) { if (!ButtonMappings.Any(m => m.Command == (GameControllerButtonCommand)command.Key)) { ButtonMappings.Add(new GameControllerButtonMapping((GameControllerButtonCommand)command.Key)); } } foreach (var command in EnumHelper.ToList(typeof(GameControllerAxisCommand))) { if (!AxisMappings.Any(m => m.Command == (GameControllerAxisCommand)command.Key)) { AxisMappings.Add(new GameControllerAxisMapping((GameControllerAxisCommand)command.Key, false)); } } }
void Update() { if (_canPause && ButtonMappings.GetButtonDown(AWeatheryJourney.Button.Pause)) { if (_gameIsPaused) { ResumeGame(); } else { PauseGame(); } } if (Input.GetKeyDown(KeyCode.Escape)) { Cursor.visible = true; } if (!_gameIsPaused && Input.GetKeyDown(KeyCode.Mouse0)) { Cursor.visible = false; } }