Esempio n. 1
0
            public void Start()
            {
                frame = GameObject.FindGameObjectWithTag("rspTime").GetComponent <FrameEnforcer>();
                frame.AddUpdate((int)FramePriority.InputBuffer, new Action <int>(ServeBuffer));

                inputFactory = new Input.Factory();
                inputBuffer  = new GameInputStruct[bufferLength];
                currState    = new GameInputStruct {
                    direction = FightingGameAbsInputCodeDir.Neutral,
                    butA      = false,
                    butB      = false,
                    butC      = false,
                    butD      = false,
                    butS      = false,
                };

                for (int n = 0; n < inputBuffer.Length; ++n)
                {
                    inputBuffer[n] = new GameInputStruct {
                        direction = FightingGameAbsInputCodeDir.Neutral,
                        butA      = false,
                        butB      = false,
                        butC      = false,
                        butD      = false,
                        butS      = false,
                    };
                }

                inputCombinations = new List <Input.Combinations.Combination>();
            }
Esempio n. 2
0
 private static int FindMotion(GameInputStruct curr, InputBufferReader reader, FightingGameAbsInputCodeDir[] motion, int[] searchLength)
 {
     if (curr.direction == motion[0])
     {
         for (int motionIndex = 1; motionIndex < motion.Length; ++motionIndex)
         {
             bool stopSearch = true;
             for (int n = 0; reader.ReadyNextLookAhead() && n < searchLength[motionIndex - 1]; ++n)
             {
                 int lookAheadFrameIndex = reader.LookAhead(out GameInputStruct la);
                 if (la.direction == motion[motionIndex])
                 {
                     if (motionIndex == motion.Length - 1)
                     {
                         return(lookAheadFrameIndex);
                     }
                     else
                     {
                         stopSearch = false;
                         break;
                     }
                 }
             }
             if (stopSearch)
             {
                 return(-1);
             }
         }
     }
     return(-1);
 }
 public int LookBehind(out GameInputStruct behind)
 {
     if (IsLookBehindReadable())
     {
         int currIndex = (bufferLength + inputIndex - (inputDelay + inputBufferSize) + 1 + readerIndex + lookBehindIndex) % bufferLength;
         behind = inputBuffer[currIndex];
         return(frameIndex - (inputDelay + inputBufferSize) + 1 + readerIndex + lookBehindIndex);
     }
     else
     {
         behind = new GameInputStruct {
             direction = FightingGameAbsInputCodeDir.None,
             butA      = false,
             butB      = false,
             butC      = false,
             butD      = false,
             butS      = false,
         };
         return(-1);
     }
 }
 public int ReadBuffer(out GameInputStruct curr)
 {
     if (IsReadable())
     {
         lookAheadIndex  = 0;
         lookBehindIndex = 0;
         // (inputDelay + inputBufferSize) is the relative start of the read point. Subtract the starting from the init.
         int currIndex = (bufferLength + inputIndex - (inputDelay + inputBufferSize) + 1 + readerIndex) % bufferLength;
         curr = inputBuffer[currIndex];
         return(frameIndex - (inputDelay + inputBufferSize) + 1 + readerIndex);
     }
     else
     {
         curr = new GameInputStruct {
             direction = FightingGameAbsInputCodeDir.None,
             butA      = false,
             butB      = false,
             butC      = false,
             butD      = false,
             butS      = false,
         };
         return(-1);
     }
 }
Esempio n. 5
0
 private static void FindSingleButtonPress(bool butAPrev, bool butBPrev, bool butCPrev, bool butDPrev, bool butSPrev, GameInputStruct curr, FightingGameInputCodeBut ignoreBut, Action <FightingGameInputCodeBut> callback)
 {
     if (ignoreBut != FightingGameInputCodeBut.A && !butAPrev && curr.butA)
     {
         callback.Invoke(FightingGameInputCodeBut.A);
     }
     if (ignoreBut != FightingGameInputCodeBut.B && !butBPrev && curr.butB)
     {
         callback.Invoke(FightingGameInputCodeBut.B);
     }
     if (ignoreBut != FightingGameInputCodeBut.C && !butCPrev && curr.butC)
     {
         callback.Invoke(FightingGameInputCodeBut.C);
     }
     if (ignoreBut != FightingGameInputCodeBut.D && !butDPrev && curr.butD)
     {
         callback.Invoke(FightingGameInputCodeBut.D);
     }
     if (ignoreBut != FightingGameInputCodeBut.S && !butSPrev && curr.butS)
     {
         callback.Invoke(FightingGameInputCodeBut.S);
     }
 }
Esempio n. 6
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 private static void FindSingleButtonRelease(bool butAPrev, bool butBPrev, bool butCPrev, bool butDPrev, bool butSPrev, GameInputStruct curr, FightingGameInputCodeBut ignoreBut, Action <FightingGameInputCodeBut> callback)
 {
     FindSingleButtonPress(!butAPrev, !butBPrev, !butCPrev, !butDPrev, !butSPrev, !curr, ignoreBut, callback);
 }