public void OnRTrigger(CallbackContext context) { if (mover != null) { if (context.ReadValue <float>() > 0f) //onPressed (this could run an unknown amount of times) { if (rightTriggerAlreadySuppressed == false) //used to make sure the action only runs once until this trigger is released { if (mover.hasBall == true) //if they DO have the ball then start charging { mover.ChargeThrow(); //start charging } else //if they DONT have the ball then do nothing? (potentially make this shield) { } } rightTriggerAlreadySuppressed = true; } else if (context.ReadValue <float>() == 0f) //onRelease { if (mover.hasBall == true && mover.hasChargedThrow == true) //if they DO have the ball AND have already started charging a throw then release the throw { mover.ThrowBall(); } else //if they DONT have the ball then do nothing? need to factor in the possibility that the ball has been stolen since they started charging { } rightTriggerAlreadySuppressed = false; } } }
public void OnMove(CallbackContext context) { if (Selector != null) { Selector.x1 += context.ReadValue <Vector2>().x; Selector.y1 += context.ReadValue <Vector2>().y *-1; if (Selector.y1 > 1) { Selector.y1 = 1; } else if (Selector.y1 < 0) { Selector.y1 = 0; } if (Selector.x1 > 2) { Selector.x1 = 2; } else if (Selector.x1 < 0) { Selector.x1 = 0; } Selector.ChangeSelectedCharacter(); } }
public void MoveInput(CallbackContext ctx) { if (ctx.performed) { if (ctx.valueType.ToString() == "System.Single") { previousInputFloat = ctx.ReadValue <float>(); if (!Axis) { Axis = true; } } else if (ctx.valueType.ToString() == "UnityEngine.Vector2") { previousInputVector2 = ctx.ReadValue <Vector2>(); if (!Vector2) { Vector2 = true; } } return; } if (ctx.canceled) { previousInputFloat = 0f; previousInputVector2 = UnityEngine.Vector2.zero; } }
public void HandleMoveInput(CallbackContext context) { if (context.performed) { _direction = context.ReadValue <Vector2>(); } if (context.canceled) { _direction = context.ReadValue <Vector2>(); } if (isMovementRelativeToCamera) { Vector3 forwardDirection = cameraReference.transform.forward * _direction.y; forwardDirection.y = 0; Vector3 rightDirection = cameraReference.transform.right * _direction.x; rightDirection.y = 0; _direction = forwardDirection + rightDirection; _direction = _direction.normalized; } else { _direction = new Vector3(_direction.x, _direction.z, _direction.y); } }
public void OnLBumper(CallbackContext context) //this is coded a bit shit; currently it is forced for Drop Ball and Gather Ball to be mapped to the same button, potentially move sorting logic into Mover class or another class { pressLBCounter++; //Debug.Log("LB presses: " + pressCounterLB.ToString()); if (mover != null) { if (pressLBCounter == 1) //onEntered: when button is first pressed { //do nothing? } if (pressLBCounter == 2) //onPressed: when button is first pressed but after onEntered; if you hold down button it wont do anything further until released { if (mover.hasBall == true) //if they DO have the ball then release it { mover.DropBall(); } else //if they DONT have the ball then set isGathering to true; the gatherCollider will then automatically pick it up { mover.SetIsGathering(context.ReadValue <float>()); } } if (pressLBCounter == 3) //onRelease: when button is released { //if they DONT have the ball then set isGathering to false mover.SetIsGathering(context.ReadValue <float>()); pressLBCounter = 0; //on release prep it so the next press takes them to onEntered again } } }
public void OnMove(CallbackContext movementContext) { if (playerMovement != null) { // Takes the input from object this script is attached to (PlayerInputController) playerMovement.SetInputVector(movementContext.ReadValue <Vector2>()); playerCombat.SetInputAimVector(movementContext.ReadValue <Vector2>()); } }
public void MotherAction(CallbackContext cc) { if (cc.ReadValue <float>() == 1.0f && !actionButtonClicked) { actionButtonClicked = true; myIO?.OnPlayerAction(Actor.MOTHER); } else if (cc.ReadValue <float>() == 0.0f && actionButtonClicked) { actionButtonClicked = false; } }
public void OnMove(CallbackContext ctx) { movm = ctx.ReadValue <Vector2>(); Debug.Log("on drag inside " + movm); Vector2 v = ctx.ReadValue <Vector2>(); message.x = Convert.ToInt16(v.x * 100f); message.y = Convert.ToInt16(v.y * 100f); sendMoveMessage(); }
// // Start is called before the first frame update // void Start() // { // } // Update is called once per frame // void Update() // { // var index = playerInput.playerIndex; // print("inx:"+index); // } public void OnMove(CallbackContext context) { if (player1 != null && player2 != null) { if (index == 0) { player1.SetInputVector(context.ReadValue <Vector2>()); } else { player2.SetInputVector(context.ReadValue <Vector2>()); } } }
public void HandleCameraInput(CallbackContext context) { if (_canReadCameraInput) { if (context.performed) { _direction = context.ReadValue <Vector2>().normalized; } if (context.canceled) { _direction = context.ReadValue <Vector2>().normalized; } } }
public void OnMoveInput(CallbackContext context) { RawMovementInput = context.ReadValue <Vector2>(); NormalizedInputX = Mathf.Abs(RawMovementInput.x) > 0.5f ? (int)(RawMovementInput * Vector2.right).normalized.x : 0; NormalizedInputY = Mathf.Abs(RawMovementInput.y) > 0.5f ? (int)(RawMovementInput * Vector2.up).normalized.y : 0; }
public void OnLook(CallbackContext callback) { if (PlayerController != null) { PlayerController.Look(callback.ReadValue <Vector2>()); } }
private void OnScroll(CallbackContext ctx) { // scroll through hotbar float scroll = ctx.ReadValue <Vector2>().y; if (IsToolBarSelected) { if (scroll > 0) { PreviousTool(); } else { NextTool(); } } else { if (scroll > 0) { PreviousFunction(); } else { NextFunction(); } } }
public void OnMove(CallbackContext context) { if (playerMovement != null) { playerMovement.SetInputVector(context.ReadValue <Vector2>()); } }
public void OnReverse(CallbackContext context) { if (mover != null && game.gameState == GameStates.RoundPlay) { mover.reverse = context.ReadValue <float>(); } }
public void Rotate(CallbackContext ctx) { if (!ctx.performed) { return; } RaycastHit hit; var aimInput = ctx.ReadValue <Vector2>(); aim = Camera.main.ScreenPointToRay(aimInput); Vector3 mousePosition = aimInput; mousePosition.y += offset; mousePosition.z = distance; cursor.transform.position = Camera.main.ScreenToWorldPoint(mousePosition); if (Physics.Raycast(aim, out hit, Mathf.Infinity)) { float finalOffset; finalOffset = (transform.position - hit.point).magnitude * offset; cursor.transform.position = new Vector3(cursor.transform.position.x, cursor.transform.position.y + finalOffset, cursor.transform.position.z); transform.LookAt(cursor.transform); } else { transform.LookAt(cursor.transform); } }
public void OnMove(CallbackContext context) { if (movement != null) { movement.SetMovement(context.ReadValue <Vector2>()); } }
public void ScrollItem(CallbackContext ctx) { if (!ctx.performed) { return; } short scrollDirection = (short)(ctx.ReadValue <float>() > 0 ? 1 : -1); ActiveSlot += scrollDirection; if (ActiveSlot >= TotalSlots) { ActiveSlot = 0; } else if (ActiveSlot < 0) { ActiveSlot = TotalSlots - 1; } SlotStateChangeEventArgs eventArgs = new SlotStateChangeEventArgs() { InventoryObject = items[ActiveSlot], SlotIndex = ActiveSlot }; ActiveSlotChanged?.Invoke(this, eventArgs); }
public void OnNavigate(CallbackContext value) { if (value.phase != InputActionPhase.Started || currentEvent.eventType != ScenimaticEvent.ScenimaticEventType.Query) { return; } Vector2 direction = value.ReadValue <Vector2>(); if (direction.x > InputNavigationThreshold) { queryPanel.NavigateRight(); } else if (direction.x < -InputNavigationThreshold) { queryPanel.NavigateLeft(); } if (direction.y > InputNavigationThreshold) { queryPanel.NavigateUp(); } else if (direction.y < -InputNavigationThreshold) { queryPanel.NavigateDown(); } }
private void OnMove(CallbackContext ctx) { if (dpadMovement || isPinning(state)) { return; } Vector2 input = ctx.ReadValue <Vector2>().normalized; if (input != Vector2.zero) { leftStickMovement = true; } else { leftStickMovement = false; } this.inputDirection = CalculateInputAngle(input.x, input.y); // Debug.Log($"inputDirection={inputDirection.ToString()}"); // Vector2 clampedVector = PixelClamp(RawVector(input)); Vector2 clampedVector = RawVector(input); this.move.x += clampedVector.x; this.move.y += clampedVector.y; }
public void MoveInput(CallbackContext ctx) { if (ctx.control is KeyControl) { var key = (KeyControl)ctx.control; isX = isY = isZ = false; if (key.keyCode == YNegative || key.keyCode == YPositive) { isY = true; } else if (key.keyCode == ZNegative || key.keyCode == ZPositive) { isZ = true; } else { isX = true; } } if (ctx.performed) { previousInput = ctx.ReadValue <float>(); return; } if (ctx.canceled) { previousInput = 0f; } }
public void CamControl(CallbackContext context) { var inputs = context.ReadValue <Vector2>(); if (inputs.x < 0) { inputs.x = -1; } else if (inputs.x > 0) { inputs.x = 1; } if (inputs.y < 0) { inputs.y = -1; } else if (inputs.y > 0) { inputs.y = 1; } _playerScript.torsoTwistY = inputs.x; _playerScript.torsoTwistX = inputs.y; camInputs = inputs; }
private void OnMouseMove(CallbackContext context) { mouseMove = context.ReadValue <Vector2>(); //print(context.ReadValue<float>()); X_rot -= mouseMove.y; Y_rot += mouseMove.x; }
public void OnMove(CallbackContext context) { if (player != null) { player.i_movement.y = context.ReadValue <float>(); } }
//Function that is called by controller public void OnMove(CallbackContext context) { if (mover != null) { mover.SetInputVector(context.ReadValue <Vector2>()); //Tells the mover script what value the stick motion is returning and saves it to be used later } }
public void OnMove(CallbackContext context) { if (_playerController1 != null) { _playerController1.SetInputVector(context.ReadValue <Vector2>()); } }
public void move(CallbackContext cc) { if (!block) { if (!Move) { Move = true; } InputValue = cc.ReadValue <float>(); if (InputValue < 0 && !mySR.flipX) { myBX.offset = new Vector2(-myBX.offset.x, myBX.offset.y); mySR.flipX = true; } else if (InputValue > 0 && mySR.flipX) { myBX.offset = new Vector2(-myBX.offset.x, myBX.offset.y); if (!PushPullB) { mySR.flipX = false; } } if (PushPullB) { mySR.flipX = true; } } }
public void OnMove(CallbackContext context) { if (mover != null) { mover.SetInputVector(context.ReadValue <Vector2>()); } }
public void InputManager_Player_Move(CallbackContext context) { if (context.performed) { Vector2 val = context.ReadValue <Vector2>(); CustomEvent.Trigger(gameObject, context.action.name, val); } }
public void MoveInput(CallbackContext context) { if (!_acceptInput) { return; } MoveInput(context.ReadValue <Vector2>()); }