Esempio n. 1
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        void SetupInput()
        {
            inputActions = new PlayerInputMap();

            inputActions.UI.Up.performed     += delegate { selected.Up(ref selected); };
            inputActions.UI.Down.performed   += delegate { selected.Down(ref selected); };
            inputActions.UI.Cancel.performed += delegate { GameMgr.mgr.ResumeGame(); };
            inputActions.UI.Submit.performed += delegate { selected.Submit(); };
        }
    void Awake()
    {
        animator = GetComponentInChildren <Animator>();
        rb       = GetComponent <Rigidbody2D>();
        controls = new PlayerInputMap();

        left  = new Vector2(1f, 1f);
        right = new Vector2(-1f, 1f);
    }
Esempio n. 3
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    void Awake()
    {
        instance = this;
        rb       = GetComponent <Rigidbody2D>();
        controls = new PlayerInputMap();

        playerCombat = GetComponent <PlayerCombat>();

        left  = new Vector2(1f, 1f);
        right = new Vector2(-1f, 1f);
    }
Esempio n. 4
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    public void Enter(PlayerInputMap playerInput)
    {
        if (!enabled)
        {
            PlayerInput = playerInput;
            enabled     = true;

            foreach (var transition in _transitions)
            {
                transition.enabled = true;
            }
        }
    }
    void Awake()
    {
        sceneHandler  = FindObjectOfType <ScreenFadeHandler>();
        playerStats   = FindObjectOfType <PlayerStats>();
        playerCount   = FindObjectOfType <PlayerCount>();
        playerSpawner = FindObjectOfType <PlayerSpawner>();
        //playerCombat = FindObjectOfType<PlayerCombat>();
        playerInput = GetComponent <PlayerInput>();
        controls    = new PlayerInputMap();

        if (playerCount != null)
        {
            playerCount.AddPlayerInputManager(gameObject);
        }
    }
        void SetupInput()
        {
            inputActions = new PlayerInputMap();
            inputActions.Playing.Move.performed += UpdateMoveVelocity;
            inputActions.Playing.Move.canceled  += UpdateMoveVelocity;

            inputActions.Playing.Dash.performed += DashPerform;

            inputActions.Playing.Shoot.performed += ShootPerform;

            inputActions.Playing.MouseMove.performed += UpdateMousePosition;
            inputActions.Playing.MouseMove.canceled  += UpdateMousePosition;

            inputActions.Playing.RotateCrosshair.performed += RotateCrosshair;
            inputActions.Playing.RotateCrosshair.canceled  += RotateCrosshair;

            inputActions.Playing.Pause.performed += delegate { GameMgr.mgr.PauseGame(); };
        }
Esempio n. 7
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    void Awake()
    {
        // INITIALIZE STATIC PROPERTIES
        CollisionMap = new bool[MAX_TILE_SIZE, MAX_TILE_SIZE];
        Food         = new Collection <Vector2Int>();
        Eggs         = new Dictionary <Vector2Int, int>();
        Walls        = new Collection <Vector2Int>();
        EnemySnakes  = new List <Snake>();
        Wobbles      = new Dictionary <Vector2Int, Wobble>();
        Score        = 0;

        ScoreTextObject = GameObject.Find("ScoreText");
        if (ScoreTextObject == null)
        {
            Debug.LogError("ScoreText object not found.");
        }

        GameAssets.Sound.SnekDance.Play();

        SetTileDimension(9f);

        PlayerSnake = new Snake(true, new Vector2Int(CENTER_TILE_INDEX, CENTER_TILE_INDEX), 0, 0);

        if (AIMODE)
        {
            AddEnemySnake(new Vector2Int(TileIndexMin, CENTER_TILE_INDEX), 1);
            AddEnemySnake(new Vector2Int(TileIndexMax, CENTER_TILE_INDEX), 1);
            AddEnemySnake(new Vector2Int(CENTER_TILE_INDEX, TileIndexMin), 1);
            AddEnemySnake(new Vector2Int(CENTER_TILE_INDEX, TileIndexMax), 1);
        }


        Inputs = new PlayerInputMap();
        Inputs.Enable();
        Inputs.Player.Move.performed += ctx => Movement = ctx.ReadValue <Vector2>();

        PlaceRandomFood();
        PlaceWall(new Vector2Int(49, 49));

        UpdateProgressBar();
    }
Esempio n. 8
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    void Awake()
    {
        sceneHandler = FindObjectOfType <SceneHandler>();
        playerStats  = FindObjectOfType <PlayerStats>();
        playerCount  = FindObjectOfType <PlayerCount>();
        playerInput  = GetComponent <PlayerInput>();
        playerCombat = FindObjectOfType <PlayerCombat>();
        controls     = new PlayerInputMap();

        playerCount.AddPlayer(gameObject);

        // Creates an array of PlayerMovement scripts for each player
        var playerControllers = FindObjectsOfType <PlayerMovement>();
        var playerCombats     = FindObjectsOfType <PlayerCombat>();

        // Creates variable that holds the index of the player
        var index = playerInput.playerIndex;

        // Takes the first controller to give input and assigns it to index 0, continues till 4 players have joined with the final index "3"
        playerMovement = playerControllers.FirstOrDefault(m => m.GetPlayerIndex() == index);
        playerCombat   = playerCombats.FirstOrDefault(m => m.GetPlayerIndex() == index);
        Debug.Log(index);
    }
Esempio n. 9
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 private void Awake()
 {
     _playerInput = new PlayerInputMap();
 }