Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        timer.Update();
        if (timer.Time < 0.2f)
        {
            return;
        }
        if (controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.UP).GetDown())
        {
            current--;
            if (current < 0)
            {
                current = buttons.Count - 1;
            }
            buttons[current].Select();
            timer.Reset();
        }
        else if (controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.DOWN).GetDown())
        {
            current++;
            if (current >= buttons.Count)
            {
                current = 0;
            }
            buttons[current].Select();
            timer.Reset();
        }

        if (controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.ATTACK).Get())
        {
            buttons[current].OnSubmit(null);
        }
    }
Esempio n. 2
0
 // Update is called once per frame
 void Update()
 {
     if (!active)
     {
         pressToJoin.SetActive(true);
         playerReady.SetActive(false);
         selectYourColor.SetActive(false);
     }
     else if (ready)
     {
         pressToJoin.SetActive(false);
         playerReady.SetActive(true);
         selectYourColor.SetActive(false);
     }
     else if (!ready)
     {
         pressToJoin.SetActive(false);
         playerReady.SetActive(false);
         selectYourColor.SetActive(true);
     }
     if (!active)
     {
         return;
     }
     if (!stop && !ready)
     {
         if (controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.LEFT).GetDown())
         {
             current = (current - 1) % materials.Count;
         }
         if (controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.RIGHT).GetDown())
         {
             current = (current + 1) % materials.Count;
         }
         if (current < 0)
         {
             current = materials.Count - 1;
         }
         Debug.Log(current);
         renderer.material = materials [current];
         stop = true;
     }
     if (stop && !(controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.LEFT).Get() || controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.RIGHT).Get()))
     {
         stop = false;
     }
     if (controller.GetInput(LZFight.LZFIGHTERINPUTEVENT.ATTACK).GetDown())
     {
         ready = true;
     }
 }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        GameConfiguration gconf = GameConfiguration.instance;

        if (p1.Ready && p2.Ready) // || gconf.p2isAI)) {
        {
            if (gconf.p2isAI)
            {
                gconf.p2material = p2.materials[Random.Range(0, p2.materials.Count)];
            }
            SceneManager.LoadScene("level1");
            return;
        }
        p2.active = !gconf.p2isAI;
        if (c2.GetInput(LZFight.LZFIGHTERINPUTEVENT.ATTACK).GetDown())
        {
            gconf.p2isAI = false;
        }
        if (c1.GetInput(LZFight.LZFIGHTERINPUTEVENT.DASH).GetDown())
        {
            if (p1.Ready)
            {
                p1.Ready = false;
            }
            else
            {
                SceneManager.LoadScene("Title");
            }
        }
        if (c2.GetInput(LZFight.LZFIGHTERINPUTEVENT.DASH).GetDown())
        {
            if (p2.Ready)
            {
                p2.Ready = false;
            }
            else if (!gconf.p2isAI)
            {
                gconf.p2isAI = true;
            }
            else
            {
                SceneManager.LoadScene("Title");
            }
        }
        gconf.p1material = p1.GetCurrentMaterial();
        gconf.p2material = p2.GetCurrentMaterial();
    }
Esempio n. 4
0
        public bool ValidateInput(LZFighterStateTransition.Input input)
        {
            LZFIGHTERINPUTEVENT inputEvent = input.ev;

            if (invertHorizontal)
            {
                if (inputEvent == LZFIGHTERINPUTEVENT.RIGHT)
                {
                    inputEvent = LZFIGHTERINPUTEVENT.LEFT;
                }
                else if (inputEvent == LZFIGHTERINPUTEVENT.LEFT)
                {
                    inputEvent = LZFIGHTERINPUTEVENT.RIGHT;
                }
            }
            InputObject inputObject = controller.GetInput(inputEvent);
            bool        value       = false;

            switch (input.type)
            {
            case LZFighterStateTransition.INPUT_TYPE.DOWN:
                value = inputObject.GetDown();
                break;

            case LZFighterStateTransition.INPUT_TYPE.UP:
                value = inputObject.GetUp();
                break;

            case LZFighterStateTransition.INPUT_TYPE.VALUE:
                value = inputObject.Get();
                break;

            default:
                break;
            }
            return(value);
        }