Esempio n. 1
0
        private void Poll(InputPlayer player, InputEventPollingType pollingType)
        {
            InputReceiver receiver = _receivers[player];

            if (receiver == null)
            {
                return;
            }

            Rewired.Player rePlayer = ReInput.players.GetPlayer((int)receiver.InputPlayer);
            foreach (var action in ReInput.mapping.Actions)
            {
                if (rePlayer.GetButtonDown(action.id))
                {
                    _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Down));
                }
                if (rePlayer.GetButtonUp(action.id))
                {
                    _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Up));
                }
                if (rePlayer.GetButton(action.id))
                {
                    _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Hold));
                }

                _receivers[player]?.ReceiveAxisEvent(rePlayer.GetAxis(action.id), new InputAxisEvent(action.id, pollingType));
            }
        }
Esempio n. 2
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 public void UnPossess(InputReceiver receiver)
 {
     foreach (InputPlayer key in _receivers.Keys)
     {
         if (_receivers[key] == receiver)
         {
             _receivers[key] = null;
         }
     }
 }
Esempio n. 3
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        public void StopRumble(InputPlayer player)
        {
            InputReceiver receiver = _receivers[player];

            if (receiver == null)
            {
                return;
            }

            ReInput.players.GetPlayer((int)receiver.InputPlayer).StopVibration();
        }
Esempio n. 4
0
        /// <summary>
        /// Spawns the player gameObject on a free PlayerSpawn in the scene
        /// </summary>
        /// <param name="playerPrefab">The player prefab to spawn</param>
        /// <param name="inputPlayer">Sets the InputPlayer field on the InputReceiver of the player prefab (if applicable)</param>
        /// <param name="autoPossess">If true, looks for the InputReceiver component on the player and has the PlayerInputController possess it</param>
        /// <returns></returns>
        public GameObject SpawnPlayer(GameObject playerPrefab, InputPlayer inputPlayer = InputPlayer.P1, bool autoPossess = true)
        {
            Tuple <Vector3, Quaternion> spawn = GetBestPlayerSpawnLocationAndRotation();

            Debug.AssertFormat(spawn != null, $"Failed to spawn player: no {nameof(PlayerSpawn)} found in the scene");

            GameObject    player        = Instantiate(playerPrefab, spawn.Item1, spawn.Item2);
            InputReceiver inputReceiver = player.GetComponent <InputReceiver>();

            inputReceiver.InputPlayer = inputPlayer;

            if (inputReceiver != null && autoPossess)
            {
                GameBase.Instance.PlayerInputController.Possess(inputReceiver);
            }

            return(player);
        }
Esempio n. 5
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        public void SetRumble(InputPlayer player, int motorIndex, float amount, float duration = 0.0f)
        {
            InputReceiver receiver = _receivers[player];

            if (receiver == null)
            {
                return;
            }

            if (duration > 0.0f)
            {
                ReInput.players.GetPlayer((int)receiver.InputPlayer).SetVibration(motorIndex, amount, duration);
            }
            else
            {
                ReInput.players.GetPlayer((int)receiver.InputPlayer).SetVibration(motorIndex, amount);
            }
        }
Esempio n. 6
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        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            if (!Application.isPlaying)
            {
                return;
            }

            EditorGUILayout.HelpBox("Receivers", MessageType.Info);

            foreach (KeyValuePair <InputPlayer, InputReceiver> kvp in _pic.Receivers)
            {
                InputReceiver scenePlayer = null;
                if (kvp.Value != null)
                {
                    scenePlayer = GameObject.Find(kvp.Value.name).GetComponent <InputReceiver>();
                }

                scenePlayer = (InputReceiver)EditorGUILayout.ObjectField(
                    new GUIContent(kvp.Key.ToString()), scenePlayer, typeof(InputReceiver), true);
            }
        }
Esempio n. 7
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 public void Possess(InputReceiver receiver)
 {
     _receivers[receiver.InputPlayer] = receiver;
 }