Esempio n. 1
0
    public static BBInputProfile FromTydTable(TydTable table)
    {
        var profile = new BBInputProfile();

        profile.Axes    = new List <BBInputAxis>();
        profile.Name    = table.Name;
        profile.Enabled = false;
        InGameDebug.Log("Loading new BBInputProfile...");
        foreach (var node in table.Nodes)
        {
            if (node.Name.ToLowerInvariant() == "enabled")
            {
                profile.Enabled = bool.Parse((node as TydString).Value);
            }
            else if (node.Name.ToLowerInvariant() == "alwaysenabled")
            {
                profile.AlwaysEnabled = bool.Parse((node as TydString).Value);
            }
            else if (node.Name.ToLowerInvariant() == "name")
            {
                profile.Name = (node as TydString).Value;
            }
            else if (node.Name.ToLowerInvariant() == "axes")
            {
                foreach (var axisNodes in (node as TydCollection).Nodes)
                {
                    profile.Axes.Add(BBInputAxis.FromTydTable(axisNodes as TydTable));
                }
            }
        }
        profile.Axes.Sort((x, y) => y.Priority - x.Priority);
        InGameDebug.Log("Loaded BBInputProfile: " + profile.Name);
        return(profile);
    }
Esempio n. 2
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    /// <summary>
    /// Initialises the input system. Call after LoadProfiles.
    /// </summary>
    public static void Initialize()
    {
        InGameDebug.Log("BBInput initialized.");
        var go = GameObject.Instantiate(new GameObject());

        go.AddComponent <BBInputUpdater>();
        go.name = "BBInputUpdater";
        GameObject.DontDestroyOnLoad(go);
    }
Esempio n. 3
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    /// <summary>
    /// Loads all input profiles from the defs.
    /// </summary>
    public static void LoadProfiles()
    {
        InGameDebug.Log("-----BBInput: Loading input profiles...");
        var profilesNode = StreamingAssetsDatabase.GetDef("Input.Profiles") as TydTable;

        foreach (var profileNode in profilesNode.Nodes)
        {
            Profiles.Add(BBInputProfile.FromTydTable(profileNode as TydTable));
        }
        InGameDebug.Log("-----Input profiles loaded.");
    }
Esempio n. 4
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 // Start is called before the first frame update
 void Start()
 {
     if (Profile == null)
     {
         InGameDebug.Log(GetType().Name + ": Profile was not set.");
     }
     _profileNameText.text = Profile.Name;
     foreach (var axis in Profile.Axes)
     {
         Instantiate(_inputAxisDisplay, transform).GetComponent <BBInputAxisDisplay>().Axis = axis;
     }
     Canvas.ForceUpdateCanvases();
 }
Esempio n. 5
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 public static void AddOnAxisPressed(string axisName, Action action, int priority = 0)
 {
     foreach (var profile in Profiles)
     {
         foreach (var axis in profile.Axes)
         {
             if (axis.Name == axisName)
             {
                 axis.AddOnPressed(action, priority);
                 return;
             }
         }
     }
     InGameDebug.Log("No axis with name '" + axisName + "'.");
 }
Esempio n. 6
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 /// <summary>
 /// Adds an action to be called when an axis is released.
 /// </summary>
 /// <param name="axisName">Te name of the axis.</param>
 /// <param name="action">The action to perform.</param>
 /// <param name="priority">The priority of the action.</param>
 public static void AddOnAxisReleased(string axisName, DynValue action, int priority = 0)
 {
     foreach (var profile in Profiles)
     {
         foreach (var axis in profile.Axes)
         {
             if (axis.Name == axisName)
             {
                 axis.AddOnReleased(() => LuaManager.Call(action), priority);
                 return;
             }
         }
     }
     InGameDebug.Log("No axis with name '" + axisName + "'.");
 }
Esempio n. 7
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 // Start is called before the first frame update
 void Start()
 {
     if (Axis == null)
     {
         InGameDebug.Log(GetType().Name + ": Axis was not set.");
     }
     _axisNameText.text = Axis.Name;
     foreach (var binding in Axis.PositiveKeyCodes)
     {
         var bindingDisplay = Instantiate(_bindingsDisplayPrefab, transform).GetComponent <BBInputBindingDisplay>();
         bindingDisplay.Binding = binding;
         bindingDisplay.Axis    = Axis;
     }
     Canvas.ForceUpdateCanvases();
 }
Esempio n. 8
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 private void LogTick(int tick)
 {
     InGameDebug.Log("Tick test: Tick = " + tick);
 }