Update() private method

private Update ( ) : void
return void
Esempio n. 1
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        //////////////////////////////////////////////////////////////////////////////

        #region Input

        private void UpdateInput(float delta)
        {
            if (m_input.IsActive)
            {
                m_input.Update(delta);
            }

            if (!GetField().IsGameDumbMuliplayerClient || IsNetworkPlayer)
            {
                for (int i = 0; i < ACTIONS.Length; ++i)
                {
                    PlayerAction action = ACTIONS[i];
                    if (m_input.IsActionJustPressed(action))
                    {
                        OnActionPressed(m_input, action);
                    }
                }

                for (int i = 0; i < ACTIONS.Length; ++i)
                {
                    PlayerAction action = ACTIONS[i];
                    if (m_input.IsActionJustReleased(action))
                    {
                        OnActionReleased(m_input, action);
                    }
                }
            }
        }
Esempio n. 2
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        protected void Update()
        {
            if (_stateManager.GetState() != State.Play && _activateControllerDebug == false)
            {
                return;
            }

            PlayerInput input;

            PlayerInput.Update(out input);

            if (input.move.y < 0f)
            {
                input.look.y = -input.look.y;
            }

            if (playerCharacter)
            {
                playerCharacter.Simulate(characterController, input);
            }
            if (_cameraAnimationInProgress == false)
            {
                FocusObjectUpdate();
            }
            if (_lookingAtCat == true && _currentCatInFocus != null)
            {
                if (Input.GetKeyDown(KeyCode.E))
                {
                    _currentCatInFocus.ActivatePet();
                }
            }
        }
Esempio n. 3
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        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            base.Update(gameTime);

            float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            PlayerInput.Update(deltaTime);

            if (GUIMessageBox.VisibleBox != null)
            {
                GUIComponent.ForceMouseOn(GUIMessageBox.VisibleBox);
                GUIMessageBox.VisibleBox.Update(deltaTime);
                return;
            }

            GUIComponent.ClearUpdateList();
            guiRoot.AddToGUIUpdateList();
            GUIComponent.UpdateMouseOn();

            guiRoot.Update(deltaTime);
        }
Esempio n. 4
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    // Update is called once per frame
    void Update()
    {
        if (inputLocked)
        {
            curInputLockTime += Time.deltaTime;
            if (curInputLockTime >= inputLockTime)
            {
                inputLocked = false;
            }
        }
        lockAirborneMovementTime -= Time.deltaTime;
        playerInput.Update();
        fsm.TickCurrentState();
        animationManager.Update();
        CheckForCollectibles();
        UpdateScale();
        if (!didWin && !didDie)
        {
            CheckForWin();
        }

        if (!didWin && !didDie)
        {
            CheckForSpikes();
        }
    }
Esempio n. 5
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    public void PlayerInputUpdateTest()
    {
        GameObject  toTest      = CreateGameObjectWithPlayerInput();
        PlayerInput playerInput = toTest.GetComponent <PlayerInput>();

        playerInput.Update();
    }
Esempio n. 6
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        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            GUI.ClearUpdateList();

            if (settings.AutoCheckUpdates)
            {
                if (updateCheckState == 0)
                {
                    updateInfoText.Text = "Checking for updates...";
                    updateCheckState++;
                }
                else if (updateCheckState == 2)
                {
                    CheckForUpdates();
                    updateCheckState++;
                }
            }

            base.Update(gameTime);

            float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            PlayerInput.Update(deltaTime);

            guiRoot.AddToGUIUpdateList();
            GUI.Update(deltaTime);
        }
    private void Update()
    {
        PlayerInput.Update();
        rb.mass = mass;

        if (PlayerInput.isCrouching)
        {
            Crouch();
        }
        else
        {
            Uncrouch();
        }

        if (PlayerInput.isSprinting && isGrounded && !PlayerInput.isCrouching)
        {
            Sprint();
        }
        else if (isGrounded)
        {
            Walk();
        }


        if (PlayerInput.isJumping && !PlayerInput.isCrouching)
        {
            Jump();
        }
    }
Esempio n. 8
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 private void Update()
 {
     input.Update();
     //anim.ResetTrigger("moveLeft");
     //anim.ResetTrigger("moveRight");
     playerModel.Update();
     transform.position = playerModel.Position;
 }
Esempio n. 9
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 void Update()
 {
     PlayerInput.Update();       // TODO : This belongs somewhere else!
     isGrounded = IsGrounded;
     CheckInput();
     Accelerate();
     ApplyVelocity();
     Deaccelerate();
     ApplyGravity();
 }
Esempio n. 10
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    private void Update()
    {
        //Get input here and queue it up to be processed by FixedUpdate- can't get in FixedUpdate since it may miss inputs
        input.Update(this);

        CheckRollTrail();

        //TODO replace this with unity animator stuff
        AdvanceAnim();
        sr.sprite = GetAnimSprite();
    }
Esempio n. 11
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 private void Update()
 {
     if (playerInput != null)
     {
         playerInput.Update();
     }
     else
     {
         Debug.LogError("Player Input Not Assigned");
     }
 }
Esempio n. 12
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    void Update()
    {
        if (Input.GetKeyDown(KeyCode.R))
        {
            transform.position = Vector3.zero;
        }
        input.Update();
        FlipSprite();

        UpdateMovement();
        animator.SetBool("wall_slide", wallSliding);
    }
Esempio n. 13
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    private void FixedUpdate()
    {
        input.Update();

        UpdateStates();
        Movement();

        if (input.b_LMB || input.b_RMB)
        {
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
        }
    }
Esempio n. 14
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    void Update()
    {
        lockAirborneMovementTime -= Time.deltaTime;
        playerInput.Update();
        fsm.TickCurrentState();
        animationManager.Update();

        if (!fsm.currentState.IsDead() && spikeDetector.IsTouching())
        {
            DieAndRestartScene();
        }

        transform.localScale = new Vector3(IsFacingDefaultDirection() ? 1f : -1f, 1f, 1f);
    }
Esempio n. 15
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        /// <summary>
        /// Allows each screen to run logic.
        /// </summary>
        public override void Update(GameTime gameTime)
        {
            // Read the keyboard and gamepad.   //might not be needed
            input.Update();

            // Make a copy of the master screen list, to avoid confusion if
            // the process of updating one screen adds or removes others.
            screensToUpdate.Clear();

            foreach (GameScreen screen in screens)
                screensToUpdate.Add(screen);

            bool otherScreenHasFocus = !Game.IsActive;
            bool coveredByOtherScreen = false;

            // Loop as long as there are screens waiting to be updated.
            while (screensToUpdate.Count > 0)
            {
                // Pop the topmost screen off the waiting list.
                GameScreen screen = screensToUpdate[screensToUpdate.Count - 1];

                screensToUpdate.RemoveAt(screensToUpdate.Count - 1);

                // Update the screen.
                screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);

                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.Active)
                {
                    // If this is the first active screen we came across,
                    // give it a chance to handle input.
                    if (!otherScreenHasFocus)
                    {
                        screen.HandleInput(input);

                        otherScreenHasFocus = true;
                    }

                    // If this is an active non-popup, inform any subsequent
                    // screens that they are covered by it.
                    if (!screen.IsPopup)
                        coveredByOtherScreen = true;
                }
            }

            // Print debug trace?
            if (traceEnabled)
                TraceScreens();
        }
Esempio n. 16
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        protected override void Update()
        {
            if (KeyboardInput.IsKeyDownOnce(Key.F1))
            {
                //TextureLoader.Dispose();
                GraphicsDeviceManager.ToggleFullScreen();
            }
            if (KeyboardInput.IsPressed(Key.Escape))
            {
                Exit();
            }

            PlayerInput.Update();
            //GameWorld.Update();
        }
Esempio n. 17
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    // Update is called once per frame
    void Update()
    {
        if (!HasStart && effect.GetHasStart())
        {
            HasStart = true;
        }

        if (!EnableMove)
        {
            return;
        }

        playerInput.Update();
        Shot();
        Dodge();
    }
Esempio n. 18
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    void Update()
    {
#if UNITY_EDITOR
        //if (GetComponent<PolygonCollider2D>().enabled)
        //    GetComponent<PolygonCollider2D>().enabled = false;

        if (Input.GetKeyDown(KeyCode.A))
        {
            dodge.DodgeAttack();
        }
#endif
        playerInput.Update();

        //PlayDodgegGaugeMaxSe();

        if (Input.GetKeyDown(KeyCode.P))
        {
            Time.timeScale = 0;
            playerInput.DisableInput();
        }
        if (Input.GetKeyDown(KeyCode.O))
        {
            Time.timeScale = 1;
            playerInput.EnableInput();
        }

        //回避
        if (enableDodge && playerInput.TouchTime >= stageManager.GetPressTimeNeed() && playerInput.HasReleased)
        {
            dodge.DodgeAttack();
            SoundManager.Instance.PlaySe(SE.DodgeAttack);
        }
        if (hasMissileItem)
        {
            return;
        }

        //弾を撃つ
        if (playerInput.SameTimeTapBegin)
        {
            SoundManager.Instance.PlaySe(SE.ShotBegin);
        }
        if (playerInput.SameTimeTap)
        {
            shot.ShotBullet();
        }
    }
Esempio n. 19
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    void Update()
    {
        PlayerInput.Update();
        CheckChangeWeaponInput();

        switch (State)
        {
        case PlayerState.EMPTY: HandleEmpty(); break;

        case PlayerState.CARRY: HandleCarrying(); break;

        case PlayerState.INTERACT: HandleInteracting(); break;

        case PlayerState.GRAB: HandleGrabbing(); break;

        case PlayerState.ATTACK: HandleAttacking();     break;
        }
    }
Esempio n. 20
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    void Update()
    {
        PlayerInformation.Position = new Vector3(transf.position.x, transf.position.y, transf.position.y / 40);
        transf.position            = PlayerInformation.Position;

        if (Input.GetKeyDown(KeyCode.R))
        {
            if (PlayerInformation.Items.Count > 0)
            {
                PlayerInformation.Items.RemoveAt(PlayerInformation.Items.Count - 1);
                Vector3 position = new Vector3(this.transf.position.x + ((-1) * (PlayerInformation.Direction.x * 1.5f)), this.transf.position.y + ((-1) * (PlayerInformation.Direction.y * 1.5f)), this.transf.position.y);

                GameObject shiet = Instantiate(shit, position, Quaternion.identity);
            }
        }

        playerInput.Update();

        if (currentHealth <= 0)
        {
            Death();
        }
    }
Esempio n. 21
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        public void Update(GameTime gameTime)
        {
            DisplayTextOverTime(gameTime);
            playerInput.Update();
            Show();


            if (playerInput.input == PlayerInput.Input.Accept && isFinish)
            {
                if (index < listDialog.Count - 1)
                {
                    index           += 1;
                    currentTextIndex = 0;
                    currentText      = "";
                    isFinish         = false;
                }
                else
                {
                    index     = 0;
                    isVisible = false;
                }
            }
        }
Esempio n. 22
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 // Update is called once per frame
 void Update()
 {
     PlayerInput.Update();
 }
Esempio n. 23
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 public void GetInput()
 {
     playerInput.Update();
 }
Esempio n. 24
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    protected void Update()
    {
        UpdateGrounded();
        playerInput.Update();
        // Setting max speed.
        if (isGrounded)
        {
            currentMaxSpeed        = maxMovementSpeedGrounded;
            currentMaxAcceleration = maxAccelerationGrounded;
        }
        else
        {
            currentMaxSpeed        = maxMovementSpeedAir;
            currentMaxAcceleration = maxAccelerationAir;
        }



        //Setting rotation
        if (!gravityReversed)
        {
            if (playerInput.horizontalLeft > 0)
            {
                transform.rotation = Quaternion.Euler(transform.eulerAngles.x, 0, 0);
            }
            else if (playerInput.horizontalLeft < 0)
            {
                transform.rotation = Quaternion.Euler(transform.eulerAngles.x, 180, 0);
            }
        }
        else
        {
            if (playerInput.horizontalLeft > 0)
            {
                transform.rotation = Quaternion.Euler(transform.eulerAngles.x, 180, 180);
            }
            else if (playerInput.horizontalLeft < 0)
            {
                transform.rotation = Quaternion.Euler(transform.eulerAngles.x, 0, 180);
            }
        }


        // Managing dash cooldown
        if (dashTime > 0)
        {
            dashTime -= Time.deltaTime;
        }
        else if (dashTime < 0)
        {
            dashTime = 0;
        }

        if (shootTimer > 0)
        {
            shootTimer -= Time.deltaTime;
        }
        else if (shootTimer < 0)
        {
            shootTimer = 0;
        }

        if (!doForcefield)
        {
            if (energy < 1)
            {
                energy += energyRefillPerSecond * Time.deltaTime;
            }
            if (energy + energyRefillPerSecond * Time.deltaTime > 1)
            {
                energy = 1;
            }
        }

        if (playerInput.horizontalLeft != 0)
        {
            ArturHelper.SetValueOfAnimator(animator, "isMoving");
        }
        if (doShoot)
        {
            ArturHelper.SetValueOfAnimator(animator, "isShooting");
        }
        if (playerInput.horizontalLeft == 0 && !doDash && !doForcefield && !doJump && !doShoot)
        {
            ArturHelper.SetValueOfAnimator(animator, "isIdle");
        }
        if (doJump)
        {
            animator.SetBool("isJumping", true);
        }
        if (doDash)
        {
            animator.SetBool("isDashing", true);
        }
    }
Esempio n. 25
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    /// <summary>
    /// Unity Function called a number of times every frame. Usually used if there are physics related calls.
    /// Handles the calls for player movement.
    /// </summary>
    void FixedUpdate()       // Changed from Update to FixedUpdate
    {
        #if UNITY_ANDROID
        this.hAxis = GameController_v7.Instance.GetMobileUIManager().GetInputValue();
                #elif UNITY_STANDALONE
        this.hAxis = CrossPlatformInputManager.GetAxis("Horizontal");           // Both this and the one inside playerInput.Update() is needed
                #endif
        playerInput.Update();
        this.SetGrounded(false);

        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        // This can be done using layers instead but Sample Assets will not overwrite your project settings.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(GetGroundCheck().position, 0.01f);

//		this.UnlockPlatform ();
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders [i].gameObject.layer == Constants.GetGroundLayer())
            {
                this.SetGrounded(true);
            }
            else if (colliders [i].gameObject.layer == LayerMask.NameToLayer("Breakable"))
            {
                // Raycast downwards to check if the player is ontop
                RaycastHit2D[] hits = Physics2D.RaycastAll(
                    new Vector2(this.groundCheck.position.x, this.groundCheck.position.y),
                    Vector2.down, 0.2f);
                foreach (RaycastHit2D hit in hits)
                {
                    if (hit.collider == colliders [i])
                    {
                        this.SetGrounded(true);
                    }
                }
            }

            // For moving/manual platforms (to set player as parent)
//			if (colliders [i].gameObject.GetComponent<PlatformLock> () != null) {
//				this.LockPlatform (colliders [i].gameObject.GetComponent<PlatformLock> ());
//			}
        }

        // A larger circle cast for platforms, used to fix moving platforms
        colliders = Physics2D.OverlapCircleAll(GetGroundCheck().position, 1.0f);
        this.UnlockPlatform();
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders [i].gameObject.GetComponent <PlatformLock> () != null)
            {
                this.LockPlatform(colliders [i].gameObject.GetComponent <PlatformLock> ());
            }
        }


                #if UNITY_ANDROID
        playerMovement.FixedUpdate(rigidBody2d, this.hAxis, this.IsGrounded());          // NEEDED
                #elif UNITY_STANDALONE
        // Move according to horizontal axis input
        playerMovement.FixedUpdate(rigidBody2d, this.hAxis, this.IsGrounded());          // NEEDED
                #endif
    }
Esempio n. 26
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 private void Update()
 {
     playerInput.Update();
     mainBlockManager.Update();
 }
Esempio n. 27
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        public override void Update(float seconds)
        {
            player.Update(seconds, checker);

            checker.Update(seconds);
        }
Esempio n. 28
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 /// <summary>
 /// Update all inputs.
 /// </summary>
 void UpdateInputs()
 {
     _p1Input.Update();
     _p2Input.Update();
     _gameInput.Update();
 }