Esempio n. 1
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 public void SetSkillPalette(BipedSkillPalette skillPalette)
 {
     mSkillPalette = skillPalette;
     if (mSkillPalette != null && mBipedControl == null)
     {
         mBipedControl.Owner.ActorDespawning += ActorDespawningHandler;
     }
 }
 public TPBipedPaletteInputProcessor(PlayerIndex inputIndex)
     : base(inputIndex)
 {
     mBipedControl = null;
     mSkillPalette = null;
     mSkillActions = new BinaryControlActions[6];
     mSkillActions[0] = BinaryControlActions.Skill1;
     mSkillActions[1] = BinaryControlActions.Skill2;
     mSkillActions[2] = BinaryControlActions.Skill3;
     mSkillActions[3] = BinaryControlActions.Skill4;
     mSkillActions[4] = BinaryControlActions.Skill5;
     mSkillActions[5] = BinaryControlActions.Skill6;
 }
Esempio n. 3
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 public TPBipedPaletteInputProcessor(PlayerIndex inputIndex)
     : base(inputIndex)
 {
     mBipedControl    = null;
     mSkillPalette    = null;
     mSkillActions    = new BinaryControlActions[6];
     mSkillActions[0] = BinaryControlActions.Skill1;
     mSkillActions[1] = BinaryControlActions.Skill2;
     mSkillActions[2] = BinaryControlActions.Skill3;
     mSkillActions[3] = BinaryControlActions.Skill4;
     mSkillActions[4] = BinaryControlActions.Skill5;
     mSkillActions[5] = BinaryControlActions.Skill6;
 }
Esempio n. 4
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        public override void AssignAvatar(int actorId)
        {
            base.AssignAvatar(actorId);

            PlayerIndex inputIndex = GameResources.PlaySession.LocalPlayers[PlayerId];

            Actor avatar = GameResources.ActorManager.GetActorById(ActorId);
            BipedControllerComponent bipedControl = avatar.GetComponent <BipedControllerComponent>(ActorComponent.ComponentType.Control);

            bipedControl.AimCheck = delegate() { return(mInputMode == InputMode.Aiming); };

            // Begin InputProcessors configuration:

            // Biped, aloof mode:
            TPBipedFixedControlsInputProcessor bipedProc;

            if (mInputProcs[(int)(InputMode.Aloof)].ContainsKey(typeof(TPBipedFixedControlsInputProcessor)))
            {
                bipedProc = (TPBipedFixedControlsInputProcessor)(mInputProcs[(int)(InputMode.Aloof)][typeof(TPBipedFixedControlsInputProcessor)]);
            }
            else
            {
                bipedProc = new TPBipedFixedControlsInputProcessor(inputIndex, mCamera);
                mInputProcs[(int)(InputMode.Aloof)].Add(typeof(TPBipedFixedControlsInputProcessor), bipedProc);
            }
            bipedProc.ActiveInputMap = mPlayerInputMap;
            bipedProc.SetControllerComponent(bipedControl);

            // Biped, aiming mode:
            TPAimingBipedMovementInputProcessor aimingBipedProc;

            if (mInputProcs[(int)(InputMode.Aiming)].ContainsKey(typeof(TPAimingBipedMovementInputProcessor)))
            {
                aimingBipedProc = (TPAimingBipedMovementInputProcessor)(mInputProcs[(int)(InputMode.Aiming)][typeof(TPAimingBipedMovementInputProcessor)]);
            }
            else
            {
                aimingBipedProc = new TPAimingBipedMovementInputProcessor(inputIndex);
                mInputProcs[(int)(InputMode.Aiming)].Add(typeof(TPAimingBipedMovementInputProcessor), aimingBipedProc);
            }
            aimingBipedProc.ActiveInputMap = mPlayerInputMap;
            aimingBipedProc.SetControllerComponent(bipedControl);

            // Skill palette, shared between aiming and aloof modes:
            TPBipedPaletteInputProcessor paletteProc;

            if (mInputProcs[(int)(InputMode.Aloof)].ContainsKey(typeof(TPBipedPaletteInputProcessor)))
            {
                paletteProc = (TPBipedPaletteInputProcessor)(mInputProcs[(int)(InputMode.Aloof)][typeof(TPBipedPaletteInputProcessor)]);
            }
            else
            {
                paletteProc = new TPBipedPaletteInputProcessor(inputIndex);
                mInputProcs[(int)(InputMode.Aloof)].Add(typeof(TPBipedPaletteInputProcessor), paletteProc);
            }
            if (!(mInputProcs[(int)(InputMode.Aiming)].ContainsKey(typeof(TPBipedPaletteInputProcessor))))
            {
                mInputProcs[(int)(InputMode.Aiming)].Add(typeof(TPBipedPaletteInputProcessor), paletteProc);
            }
            paletteProc.ActiveInputMap = mPlayerInputMap;
            paletteProc.SetControllerComponent(bipedControl);
            BipedSkillPalette skillPalette = avatar.GetBehaviorThatImplementsType <BipedSkillPalette>();

            paletteProc.SetSkillPalette(skillPalette);

            // Camera, aloof mode:
            TPCameraInputProcessor camera;

            if (mInputProcs[(int)(InputMode.Aloof)].ContainsKey(typeof(TPCameraInputProcessor)))
            {
                camera = (TPCameraInputProcessor)(mInputProcs[(int)(InputMode.Aloof)][typeof(TPCameraInputProcessor)]);
            }
            else
            {
                camera = new TPCameraInputProcessor(inputIndex, mMmoCameraDesc);
                mInputProcs[(int)(InputMode.Aloof)].Add(typeof(TPCameraInputProcessor), camera);
            }
            camera.ActiveInputMap = mPlayerInputMap;
            // Done with InputProcessor configuration.

            // Reset camera placement:
            mMmoCameraDesc.Distance = 38.0f;
            mMmoCameraDesc.Pitch    = -MathHelper.Pi / 6.0f; // Positive pitch will move the camera -Y since it's on the +Z side
            mMmoCameraDesc.Yaw      = 0.0f;

            DynamicCollisionComponent dcc = avatar.GetComponent <DynamicCollisionComponent>(ActorComponent.ComponentType.Physics);

            mAvatarBepuEntity = dcc.Entity;
        }
 private void ActorDespawningHandler(object sender, EventArgs e)
 {
     mBipedControl = null;
     mSkillPalette = null;
 }
 public void SetSkillPalette(BipedSkillPalette skillPalette)
 {
     mSkillPalette = skillPalette;
     if (mSkillPalette != null && mBipedControl == null)
         mBipedControl.Owner.ActorDespawning += ActorDespawningHandler;
 }
Esempio n. 7
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 private void ActorDespawningHandler(object sender, EventArgs e)
 {
     mBipedControl = null;
     mSkillPalette = null;
 }