protected virtual void PassWeaponHotkey(int index) { if (!ControlledPawn) { return; } ControlledPawn.PassWeaponHotkey(index); }
protected virtual void PassInventory(bool value) { if (!ControlledPawn) { return; } ControlledPawn.PassRadialMenu(value); }
protected virtual void PassCrouchInput(bool value) { if (!ControlledPawn) { return; } ControlledPawn.PassCrouchInput(value); }
protected virtual void PassScrollInput(float value) { if (!ControlledPawn) { return; } ControlledPawn.PassScrollInput(value); }
protected virtual void PassSecondaryActionInput(float value) { if (!ControlledPawn) { return; } ControlledPawn.PassSecondaryActionInput(value); }
protected virtual void PassLookInput(Vector2 value) { if (!ControlledPawn) { return; } ControlledPawn.PassLookInput(value); }
protected virtual void OnLoseControl() { if (!_controlledPawn) { return; } ControlledPawn.OnStopControlled(this); ControlledPawn.PassLockScreen(false); }
protected virtual void PassStart(bool value) { //Might not connect to pawn, not sure. //Will need to display on the camera of this pawn though, so maybe. if (value) { //Debug.Log(name + " START"); ControlledPawn.PassLockScreen(!ControlledPawn.MyLookScript.lockState); } }
// Update is called once per frame void Update() { if (null == ControlledPawn) { return; } if (Input.GetKey(KeyCode.LeftArrow)) { ControlledPawn.Walk(-INPUT_MOVE_SPEED); } if (Input.GetKey(KeyCode.RightArrow)) { ControlledPawn.Walk(INPUT_MOVE_SPEED); } if (Input.GetKey(KeyCode.DownArrow)) { ControlledPawn.Crouch(); } if (Input.GetKey(KeyCode.UpArrow)) { ControlledPawn.Skill(Pawn.eSkillFlag.JUMP); } if (Input.GetKey(KeyCode.Space)) { ControlledPawn.Skill(Pawn.eSkillFlag.ATTACK); } if (Input.GetKey(KeyCode.Z)) { ControlledPawn.Skill(Pawn.eSkillFlag.SKILL_Z); } if (Input.GetKey(KeyCode.X)) { ControlledPawn.Skill(Pawn.eSkillFlag.SKILL_X); } if (Input.GetKey(KeyCode.C)) { ControlledPawn.Skill(Pawn.eSkillFlag.SKILL_C); } if (Input.GetKey(KeyCode.V)) { ControlledPawn.Skill(Pawn.eSkillFlag.SKILL_V); } }
//Tell this player controller to 'control' a specific pawn //This is like saying "Player 1, start controlling the ghost pawn" /* Contributors: Scott Kauker */ public void Possess(Pawn p) { //If they were already controlling something, unpossess it if (ControlledPawn != null) { ControlledPawn.SetController(null); ControlledPawn = null; } //If the given input pawn is already possessed, unpossess that one too if (p != null && p.Controller != null) { p.Controller.Possess(null); } //Now actually possess the new pawn ControlledPawn = p; if (ControlledPawn != null) { ControlledPawn.SetController(this); } }