public void OnDestroy() { _toolTipCalcs.OnDisable(); _inputScheme = null; _myDataHub = null; _toolTipCalcs = null; }
/// <summary> /// Deactivate if not already deactivated /// </summary> /// <param name="nextScheme"> /// The next scheme that will be activated. /// Will be null on start up. /// </param> public virtual void Deactivate(InputScheme nextScheme) { if (enabled) { enabled = false; } }
/// <summary> /// Activate if not already activated /// </summary> /// <param name="previousScheme"> /// The scheme that was previously enabled. /// Will be null on start up. /// </param> public virtual void Activate(InputScheme previousScheme) { if (!enabled) { enabled = true; } }
/// <summary> /// Initialize the team /// </summary> public override void LoadContent() { Batch = new SpriteBatch(); System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch(); watch.Start(); // Keyboard input scheme InputScheme = ResourceManager.CreateAsset<InputScheme>(Game.InputSchemeName); if (InputScheme == null) { Trace.WriteLine("ERROR !!! No InputSchema detected !!!"); InputScheme = new InputScheme(); InputScheme["MoveForward"] = Keys.Z; InputScheme["MoveBackward"] = Keys.S; InputScheme["StrafeLeft"] = Keys.Q; InputScheme["StrafeRight"] = Keys.D; InputScheme["TurnLeft"] = Keys.A; InputScheme["TurnRight"] = Keys.E; InputScheme["Inventory"] = Keys.I; InputScheme["SelectHero1"] = Keys.D1; InputScheme["SelectHero2"] = Keys.D2; InputScheme["SelectHero3"] = Keys.D3; InputScheme["SelectHero4"] = Keys.D4; InputScheme["SelectHero5"] = Keys.D5; InputScheme["SelectHero6"] = Keys.D6; } Trace.WriteLine("InputScheme ({0} ms)", watch.ElapsedMilliseconds); // Interface tileset TileSet = ResourceManager.CreateSharedAsset<TileSet>("Interface", "Interface"); // Heroe's heads Heads = ResourceManager.CreateAsset<TileSet>("Heads"); // Fonts InventoryFont = ResourceManager.CreateSharedAsset<BitmapFont>("inventory", "inventory"); OutlinedFont = ResourceManager.CreateSharedAsset<BitmapFont>("outline", "outline"); // Misc init SpellBook.LoadContent(); GameMessage.Init(); Hands = new Item[] { ResourceManager.CreateAsset<Item>("left hand"), ResourceManager.CreateAsset<Item>("right hand") }; watch.Stop(); Trace.WriteLine("[GameScreen] LoadContent() - finished ! ({0} ms)", watch.ElapsedMilliseconds); }
/// <summary> /// Default constructor /// </summary> /// <param name="node">Dungeon node definition</param> public DungeonForm(XmlNode node) { InitializeComponent(); // Create the dungeon Dungeon dungeon = new Dungeon(); dungeon.Load(node); dungeon.Init(); ItemTileSetBox.DataSource = ResourceManager.GetAssets<TileSet>(); ItemTileSetBox.SelectedItem = dungeon.ItemTileSetName; DecorationNameBox.Items.AddRange(ResourceManager.GetAssets<DecorationSet>().ToArray()); DecorationNameBox.Items.Insert(0, ""); WallTileSetNameBox.Items.AddRange(ResourceManager.GetAssets<TileSet>().ToArray()); WallTileSetNameBox.Items.Insert(0, ""); PreviewLoc = new DungeonLocation(dungeon.StartLocation); // RebuildMazeList(); DungeonNoteBox.Text = dungeon.Note; StartLocationBox.Dungeon = dungeon; StartLocationBox.SetTarget(dungeon.StartLocation); KeyboardScheme = ResourceManager.CreateAsset<InputScheme>(Game.InputSchemeName); if (KeyboardScheme == null) { KeyboardScheme = new InputScheme(); KeyboardScheme["MoveForward"] = Keys.Z; KeyboardScheme["MoveBackward"] = Keys.S; KeyboardScheme["StrafeLeft"] = Keys.Q; KeyboardScheme["StrafeRight"] = Keys.D; KeyboardScheme["TurnLeft"] = Keys.A; KeyboardScheme["TurnRight"] = Keys.E; KeyboardScheme["Inventory"] = Keys.I; KeyboardScheme["SelectHero1"] = Keys.D1; KeyboardScheme["SelectHero2"] = Keys.D2; KeyboardScheme["SelectHero3"] = Keys.D3; KeyboardScheme["SelectHero4"] = Keys.D4; KeyboardScheme["SelectHero5"] = Keys.D5; KeyboardScheme["SelectHero6"] = Keys.D6; } Dungeon = dungeon; }
public PlayerInputHandlerDefaultState(System.Object objectAttachedTo, GameObject gameobjectAttachedTo, InputHandlerUpdater inputHandlerUpdaterAttachedTo) { this.objectAttachedTo = objectAttachedTo; this.gameobjectAttachedTo = gameobjectAttachedTo; this.InputHandlerUpdater = inputHandlerUpdaterAttachedTo; moveCommand = new SetRigidbodyVelocityCommand(this); rotateCommand = new RotateRigidbodyCommand(this); inputScheme = gameobjectAttachedTo.GetComponent <IInputSchemeHolder>().GetInputScheme(); //stringBlock.ControllerOrder = 1.ToString(); }
/// <summary> /// Default constructor /// </summary> /// <param name="node">Dungeon node definition</param> public DungeonForm(XmlNode node) { InitializeComponent(); // Create the dungeon Dungeon dungeon = new Dungeon(); dungeon.Load(node); dungeon.Init(); ItemTileSetBox.DataSource = ResourceManager.GetAssets <TileSet>(); ItemTileSetBox.SelectedItem = dungeon.ItemTileSetName; DecorationNameBox.Items.AddRange(ResourceManager.GetAssets <DecorationSet>().ToArray()); DecorationNameBox.Items.Insert(0, ""); WallTileSetNameBox.Items.AddRange(ResourceManager.GetAssets <TileSet>().ToArray()); WallTileSetNameBox.Items.Insert(0, ""); PreviewLoc = new DungeonLocation(dungeon.StartLocation); // RebuildMazeList(); DungeonNoteBox.Text = dungeon.Note; StartLocationBox.Dungeon = dungeon; StartLocationBox.SetTarget(dungeon.StartLocation); KeyboardScheme = ResourceManager.CreateAsset <InputScheme>(Game.InputSchemeName); if (KeyboardScheme == null) { KeyboardScheme = new InputScheme(); KeyboardScheme["MoveForward"] = Keys.Z; KeyboardScheme["MoveBackward"] = Keys.S; KeyboardScheme["StrafeLeft"] = Keys.Q; KeyboardScheme["StrafeRight"] = Keys.D; KeyboardScheme["TurnLeft"] = Keys.A; KeyboardScheme["TurnRight"] = Keys.E; KeyboardScheme["Inventory"] = Keys.I; KeyboardScheme["SelectHero1"] = Keys.D1; KeyboardScheme["SelectHero2"] = Keys.D2; KeyboardScheme["SelectHero3"] = Keys.D3; KeyboardScheme["SelectHero4"] = Keys.D4; KeyboardScheme["SelectHero5"] = Keys.D5; KeyboardScheme["SelectHero6"] = Keys.D6; } Dungeon = dungeon; }
public void CopyFrom(InputScheme other) { this.UseJoysticks = other.UseJoysticks; this.PositiveXKey = other.PositiveXKey; this.NegativeXKey = other.NegativeXKey; this.PositiveYKey = other.PositiveYKey; this.NegativeYKey = other.NegativeYKey; this.PositiveShootXKey = other.PositiveShootXKey; this.NegativeShootXKey = other.NegativeShootXKey; this.PositiveShootYKey = other.PositiveShootYKey; this.NegativeShootYKey = other.NegativeShootYKey; this.ReverseTimeKey = other.ReverseTimeKey; this.PauseKey = other.PauseKey; }
// Start is called before the first frame update void Start() { data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); shooter = GetComponent <TankShooter>(); if (this.gameObject == GameManager.Instance.Players[0]) { inputScheme = InputScheme.WASD; } else { inputScheme = InputScheme.arrowKeys; } }
public InputScheme inputScheme = InputScheme.arrowKeys; // Default control scheme is set to arrow keys, but can be changed // Start is called before the first frame update void Start() { data = GetComponent <TankData>(); motor = GetComponent <TankMotor>(); shooter = GetComponent <TankShooter>(); lastEventTime = Time.time - timerDelay; if (this.gameObject == GameManager.Instance.Players[0]) { inputScheme = InputScheme.arrowKeys; } if (this.gameObject == GameManager.Instance.Players[1]) { inputScheme = InputScheme.WASD; } }
/// <summary> /// Checks the different schemes and activates them if needed /// </summary> protected virtual void Update() { foreach (InputScheme scheme in m_InputSchemes) { if (scheme.enabled || !scheme.shouldActivate) { continue; } if (m_CurrentScheme != null) { m_CurrentScheme.Deactivate(scheme); } scheme.Activate(m_CurrentScheme); m_CurrentScheme = scheme; break; } }
/// <summary> /// Constructor /// </summary> public InputSchemeForm(XmlNode node) { InitializeComponent(); Scheme = new InputScheme(); Scheme.Load(node); KeyBox.BeginUpdate(); foreach (string s in Enum.GetNames(typeof(Keys))) { KeyBox.Items.Add(s); } KeyBox.EndUpdate(); BuildList(); }
/// <summary> /// Cache the schemes and activate the default /// </summary> protected virtual void Awake() { m_InputSchemes = GetComponents <InputScheme>(); foreach (InputScheme scheme in m_InputSchemes) { scheme.Deactivate(null); if (m_CurrentScheme == null && scheme.isDefault) { m_DefaultScheme = scheme; } } if (m_DefaultScheme == null) { Debug.LogError("[InputSchemeSwitcher] Default scheme not set."); return; } m_DefaultScheme.Activate(null); m_CurrentScheme = m_DefaultScheme; }
public Tank(float acceleration0, float aimAcceleration0, float turnFactor0, Vector2 position0, Vector2 direction, Color color, InputScheme input0, PhysicsLayer layer) { List <Mesh> Meshes = new List <Mesh>(); //Hull Meshes.Add(new Mesh(new Vector2[4] { new Vector2(-2, 1), new Vector2(2, 1), new Vector2(2, -1), new Vector2(-2, -1) }, this, color, PrimitiveType.LineLoop)); //Forward Indicator Meshes.Add(new Mesh(new Vector2[2] { new Vector2(1.75f, 1), new Vector2(1.75f, -1) }, this, color, PrimitiveType.Lines)); //Tower Meshes.Add(new Mesh(new Vector2[4] { new Vector2(-.75f, .75f), new Vector2(.75f, .75f), new Vector2(.75f, -.75f), new Vector2(-.75f, -.75f) }, this, color, PrimitiveType.LineLoop)); //Cannon Meshes.Add(new Mesh(new Vector2[4] { new Vector2(.75f, .15f), new Vector2(3, .15f), new Vector2(3, -.15f), new Vector2(.75f, -.15f) }, this, color, PrimitiveType.LineLoop)); meshes = Meshes; forward = direction; position = position0; prevPos = position; acceleration = acceleration0; aimAcceleration = aimAcceleration0; turnFactor = turnFactor0; input = input0; for (int i = 0; i < meshes.Count; ++i) { meshes[i].forward = direction; } collider = new Collider(this, meshes[0], layer); Initialize(); }
void Update() { for (int i = availableInputSchemes.items.Count - 1; i >= 0; i--) { if (playerRoster.FreeSlots() == 0) { PauseMonitor(); break; } InputScheme inputScheme = availableInputSchemes.items[i]; if (inputScheme.GetInputDirection() != Vector2.zero) { availableInputSchemes.UnregisterItem(inputScheme); takenInputSchemes.RegisterItem(inputScheme); PlayerInfo playerInfo = Instantiate(defaultPlayerInfo); playerInfo.inputScheme.Value = inputScheme; playerRoster.RegisterItem(playerInfo); OnDetectNewPlayer.Invoke(playerInfo); } } }
//put in other class public void GeneratePlayers() { foreach (ControllerInformation c in connectedControllers) { GameObject playerCharacter = Instantiate(Resources.Load("InsertCharacterStringHere") as GameObject); InputScheme inputScheme = new InputScheme(); //Assign inputScheme if (c.controller == ControllerInformation.ControllerType.Keyboard) { //if there is already a custom profile created, load that. if (Resources.Load("CustomKeyboardInput")) { inputScheme = Resources.Load("CustomKeyboardInput") as InputScheme; } else { //load the default profile for keyboard inputScheme = Resources.Load("DefaultKeyboardInput") as InputScheme; } } else if (c.controller == ControllerInformation.ControllerType.Controller) { //if there is already a custom profile created, load that. if (Resources.Load(c.controllerOrder + "CustomControllerInput")) { inputScheme = Resources.Load(c.controllerOrder + "CustomControllerInput") as InputScheme; } else { //load the default profile for controller inputScheme = Resources.Load("DefaultControllerInput") as InputScheme; inputScheme.ControllerOrder = c.controllerOrder; } } playerCharacter.GetComponent <IInputSchemeHolder>().SetInputScheme(inputScheme); } }
public void MakeInputArrows() { inputScheme = InputScheme.arrowKeys; }
public void MakeInputWASD() { inputScheme = InputScheme.WASD; }
public void UseEZServiceLocator() => _inputScheme = EZService.Locator.Get <InputScheme>(this);
private bool HasScheme(InputScheme scheme) => scheme != null;
public void SetInputScheme(InputScheme inputScheme) { this.inputScheme = inputScheme; }
public void UseEZServiceLocator() { _inputScheme = EZService.Locator.Get <InputScheme>(this); _uiHistoryTrack = EZService.Locator.Get <IHistoryTrack>(this); _myDataHub = EZService.Locator.Get <IDataHub>(this); }
public virtual void SetInputScheme(InputScheme inputScheme) { _inputScheme = inputScheme; }
public void UseEZServiceLocator() { Scheme = EZService.Locator.Get <InputScheme>(this); _canvasOrderData = EZService.Locator.Get <ICanvasOrderData>(this); }
private void OnInputChange(InputScheme oldVal, InputScheme newVal) { UpdateLabels(); }
public void UseEZServiceLocator() { _inputScheme = EZService.Locator.Get <InputScheme>(this); _myDatHub = EZService.Locator.Get <IDataHub>(this); }