public void InitialiazePlayer(PlayerConfiguration pc) { _PlayerConfig = pc; //set correct color MeshRenderer[] meshRenderers = GetComponentsInChildren <MeshRenderer>(); for (int t = 0; t < meshRenderers.Length; t++) { meshRenderers[t].material = _PlayerConfig.PlayerMaterial; } //controls InputBeh = _PlayerConfig.Input.gameObject.GetComponent <InputBehaviour>(); InputBeh.StartJumpEvent.AddListener(StartJump); InputBeh.CancelJumpEvent.AddListener(CancelJump); InputBeh.StartPushEvent.AddListener(StartPush); InputBeh.EndPushEvent.AddListener(StopPush); InputBeh.StartInteractEvent.AddListener(StartInteract); // ++_PlayersAlive; }
void OnSceneEnded() { InputBehaviour.StartCoroutine(ManUtils.ManCoroutine.WaitAndAction(1, () => { IsPlayerLeft = false; })); }
private void Start() { inputBehaviour = FindObjectOfType <InputBehaviour>(); myRigidbody2D = GetComponent <Rigidbody2D>(); myTriggerCollision = GetComponent <PlayerTriggerCollision>(); oldMovementSpeed = movementSpeed; }
public string GetBehaviourAxis(InputBehaviour inBehaviour) { if (!_playersBehavioursList.ContainsKey(inBehaviour)) { throw new WarningException($"Players Behaviours List doesn't contains the given behaviour {inBehaviour}"); } return(_playersBehavioursList[inBehaviour]); }
private void AssignBehaviour(InputBehaviour inBehaviour, string inBehaviourName) { if (string.IsNullOrEmpty(inBehaviourName)) { return; } _playersBehavioursList.Add(inBehaviour, inBehaviourName); }
void Start() { _slowMovement = GetComponent <SpeedBehaviour>(); _rigidbody2D = GetComponent <Rigidbody2D>(); _keyInput = GetComponent <InputBehaviour>(); _player_Health = GetComponent <Player_Health>(); _slowMovement.Coroutine(); }
private void Start() { input = FindObjectOfType <InputBehaviour>(); myPlayerData = FindObjectOfType <PlayerData>(); myPlayerTriggerCollision = FindObjectOfType <PlayerTriggerCollision>(); myComputerUI = FindObjectOfType <DesktopUI>(); StartCoroutine(myUpdate(.5f)); }
public float GetAxis(InputBehaviour inBehaviour) { if (!IsRun || !_config) { return(0f); } return(Input.GetAxisRaw(_config.GetBehaviourAxis(inBehaviour))); }
private void Start() { input = GetComponent <InputBehaviour>(); itemInHand = null; Vector3 mousePos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10.0f)); myInventory = GetComponent <Inventory>(); myInventoryUI = GetComponent <InventoryUI>(); }
void Start() { ib = GetComponent <InputBehaviour>(); conductor = ConductorManager.GetComponent <Conductor>(); currnote = 0; Sprite[0] = references[0].GetComponent <SpriteRenderer>(); Sprite[1] = references[1].GetComponent <SpriteRenderer>(); Sprite[2] = references[2].GetComponent <SpriteRenderer>(); Sprite[3] = references[3].GetComponent <SpriteRenderer>(); notecount = conductor.beatscount; InitSpaces(); }
private void Start() { input = GetComponent <InputBehaviour>(); waypoints = pathCreator.path.CalculateEvenlySpacedPoints(spacing, resolution); /* foreach (Vector2 p in waypoints) * { * GameObject g = GameObject.CreatePrimitive(PrimitiveType.Sphere); * g.transform.position = p; * g.transform.localScale = Vector3.one * spacing * .5f; * }*/ }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { InputBehaviour input = animator.GetBehaviour <InputBehaviour>(); float horizontal = input.HorizontalInput(); float vertical = input.VerticalInput(); float speed = animator.GetComponent <CreatureController>().CreatureDataObject.SpeedPerSecond; Vector3 movement = new Vector3(horizontal, vertical, 0f).normalized; animator.gameObject.GetComponent <Rigidbody2D>().AddRelativeForce(movement * speed * Time.deltaTime); }
private void StartGame() { m_LavaBeh.enabled = true; InputBehaviour.ResetSkipEvents(); //enable movement foreach (GameObject player in m_Players) { player.GetComponentInChildren <CharacterControl>().enabled = true; } Destroy(this.gameObject); }
private void handleDown(int button, Vector3 position) { // VAMOS A DETECTAR SI TOCAMOS ALGO selectedInput = getGameObject(position, out lastPosition); if (selectedInput != null) { // SI LO QUE HEMOS TOCADO NO ESTÁ VACÍO, Debug.Log(selectedInput.gameObject.name); // LLAMAMOS A SU ACCION DE DENTRO DEL INPUTBEHAVIOUR selectedInput.triggerDown(button); } }
private void Start() { input = FindObjectOfType <InputBehaviour>(); rigidbody = GetComponent <Rigidbody>(); if (isLocalPlayer) { this.gameObject.layer = LayerMask.NameToLayer("LocalPlayer"); // Changes the layer to local player. } else { this.gameObject.layer = LayerMask.NameToLayer("ConnectedPlayer"); // Changes the layer to connected player. } }
private void Start() { iB = GetComponent <InputBehaviour>(); mB = GetComponent <MovementBehaviour>(); sB = GetComponent <ShooterBehaviour>(); tB = GetComponent <TeamMemberBehaviour>(); hB = GetComponent <HealthBehaviour>(); cB = GetComponentInChildren <CameraBehaviour>(); audioHandler = GetComponent <PlayerSoundHandler>(); points = 0; }
private InputBehaviour getGameObject(Vector3 screenPos, out Vector3 point) { InputBehaviour result = null; // Construct a ray from the current touch coordinates // LANZAMOS UN RAYCAST DESDE LA PANTALLA Ray ray = camera.ScreenPointToRay(screenPos); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Debug.Log("RayCast"); // SI EL RAYCAST TOCA UN ELEMENTO CON INPUTBEHAVIOUR, LO RECOGEMOS result = hit.transform.gameObject.GetComponent <InputBehaviour>(); point = hit.point; } else { point = Vector3.zero; //distance = 0; } return(result); }
public void addInput(InputBehaviour input) { inputs.Add (input); }
public void removeInput(InputBehaviour input) { inputs.Remove (input); }
private void Start() { myAnim = GetComponent <Animator>(); input = GetComponent <InputBehaviour>(); }
void Start() { _animator = GetComponent <Animator>(); _inputBehaviour = GameObject.FindObjectOfType <InputBehaviour>(); _player_Health = GetComponentInParent <Player_Health>(); }
/// <summary> /// Sets the <see cref="P:RawValue"/>. /// </summary> /// <param name="value">Value.</param> /// <param name="timeStamp">Time stamp.</param> public override void SetRawValue(KeyCode value, float timeStamp = -1f) { // Set the InteractionGauge. switch (InputBehaviour.InteractionType.Value) { case InteractionType.CONTINUOUS: // Set the raw and processed values. RawValue = value; ProcessedValue = RawValue; // Trigger an event. TriggerValueReceivedEvent(this, ProcessedValue); // Set the InteractionGauge. InteractionGauge = 1f; // Trigger the interaction event. if (InteractionGauge >= InputBehaviour.MinimumInteraction.Value) { TriggerInteractedEvent(this); } // Decrease the InteractionGauge. if (decreaseInteractionGaugeCrt != null) { InputBehaviour.StopCoroutine(decreaseInteractionGaugeCrt); } decreaseInteractionGaugeCrt = InputBehaviour.StartCoroutine(DecreaseInteractionGauge(1f)); break; case InteractionType.DISCONTINUOUS: // Reset the values coroutine. if (resetValuesCrt != null) { InputBehaviour.StopCoroutine(resetValuesCrt); } // Set the raw and processed values. RawValue = value; ProcessedValue = RawValue; // Trigger an event. TriggerValueReceivedEvent(this, ProcessedValue); // Set the interaction gauge to 1. InteractionGauge = 1f; // Trigger the interaction event. TriggerInteractedEvent(this); // Set the raw and processed values back to its initial value after 0.1 second. if (resetValuesCrt != null) { InputBehaviour.StopCoroutine(resetValuesCrt); } resetValuesCrt = InputBehaviour.StartCoroutine(ManUtils.ManCoroutine.WaitAndAction(0.1f, () => RawValue = ProcessedValue = KeyCode.None)); // Decrease the InteractionGauge. if (decreaseInteractionGaugeCrt != null) { InputBehaviour.StopCoroutine(decreaseInteractionGaugeCrt); } decreaseInteractionGaugeCrt = InputBehaviour.StartCoroutine(DecreaseInteractionGauge(1f)); break; } }
public void removeInput(InputBehaviour input) { inputs.Remove(input); }
void Start() { input = GetComponent <InputBehaviour> (); editorObjectSpawner = GetComponent <Editor_SpawnObject> (); }
// Use this for initialization void Start() { input = GetComponent <InputBehaviour>(); rb = GetComponent <Rigidbody2D>(); CanMove = false; }
private void Start() { inventory = GetComponentInChildren <Inventory>(); input = GetComponent <InputBehaviour>(); }
public bool GetButtonUp(InputBehaviour inBehaviour) => IsRun && _config && Input.GetButtonUp(_config.GetBehaviourAxis(inBehaviour));
public void addInput(InputBehaviour input) { inputs.Add(input); }
/// <summary> /// Sets the <see cref="P:RawValue"/>. /// </summary> /// <param name="value">Value.</param> /// <param name="timeStamp">Time stamp.</param> public override void SetRawValue(int value, float timeStamp = -1f) { // Set the InteractionGauge. switch (InteractionType.Value) { case Input.InteractionType.CONTINUOUS: // Update current variables. curTime = Time.unscaledTime; // Set the raw and processed values. RawValue = value; ProcessedValue = (int)(ApplyFilter(value, timeStamp) * Gain.Value); // Trigger an event. TriggerValueReceivedEvent(ProcessedValue); // Calc. the change of the processed value over time. float d = Mathf.Abs((ProcessedValue - prevProcessedValue) / (curTime - prevTime)); // Set the InteractionGauge. InteractionGauge = d; // Trigger the interaction event. if (InteractionGauge >= MinimumInteraction.Value) { TriggerInteractedEvent(); } // Update previous variables. prevProcessedValue = ProcessedValue; prevTime = curTime; break; case Input.InteractionType.DISCONTINUOUS: // Reset the values coroutine. if (resetValuesCrt != null) { InputBehaviour.StopCoroutine(resetValuesCrt); } // Set the raw and processed values. RawValue = value; ProcessedValue = (int)(ApplyFilter(value, timeStamp) * Gain.Value); // Trigger an event. TriggerValueReceivedEvent(ProcessedValue); // Set the interaction gauge to 1. InteractionGauge = 1f; // Trigger the interaction event. TriggerInteractedEvent(); // Set the raw and processed values back to its initial value after 0.1 second. if (resetValuesCrt != null) { InputBehaviour.StopCoroutine(resetValuesCrt); } resetValuesCrt = InputBehaviour.StartCoroutine(ManUtils.ManCoroutine.WaitAndAction(0.1f, () => RawValue = prevProcessedValue = ProcessedValue = 0)); // Decrease the InteractionGauge. if (decreaseInteractionGaugeCrt != null) { InputBehaviour.StopCoroutine(decreaseInteractionGaugeCrt); } decreaseInteractionGaugeCrt = InputBehaviour.StartCoroutine(DecreaseInteractionGauge(1f)); break; } }
void PlayerPressedStart(InputAction.CallbackContext value) { //check for max amount of players if (m_ControllerIds.Count == m_MaxPlayers) { Debug.Log("The maximum amount of players has already been reached."); } else { //check if controller is already used if (m_ControllerIds.Contains(m_GameInputControls.MenuControls.Start.activeControl.device.deviceId)) { Debug.Log("Device is already assigned to a player"); } //add a player else { InputDevice controller = m_GameInputControls.MenuControls.Start.activeControl.device; m_ControllerIds.Add(controller.deviceId); //setup the controls and user Controls gameInputControls = new Controls(); gameInputControls.MenuControls.Enable(); //we start in a menu InputUser user = InputUser.PerformPairingWithDevice(m_GameInputControls.MenuControls.Start.activeControl.device); user.AssociateActionsWithUser(gameInputControls); //spawn the player object and initiate it properly GameObject menu = Instantiate(m_SelectionMenu, m_MainLayout.transform); InputBehaviour inputBeh = menu.GetComponentInChildren <InputBehaviour>(); if (inputBeh != null) { inputBeh.SetInputUser(user, controller); inputBeh.RumbleController(0.8f, 0.66f); } CharacterSelection characterSelection = menu.GetComponentInChildren <CharacterSelection>(); if (characterSelection != null) { characterSelection.SetPlayerIndex(m_PlayerId); m_PlayerSelections.Add(characterSelection); } //set player id to the charactercontrol inputBeh.gameObject.GetComponent <CharacterControl>().PlayerId = m_PlayerId; //save the camera m_Cameras[m_PlayerId] = menu.GetComponentInChildren <Camera>(); //inc playerid ++m_PlayerId; //this setup has to be after the increment (has to do with the actual player numbers and not their spot in an array which starts at 0) SetupCameras(); Debug.Log("Player " + m_PlayerId + "joinend!"); } } if (m_PlayerId == 4) { m_HelpText.SetActive(false); } }