コード例 #1
0
 private string GetInputBehaviorPlayerPrefsKey(Player player, InputBehavior saveData) {
     // Create a player prefs key like a web querystring so we can search for player prefs key when loading maps
     string key = GetBasePlayerPrefsKey(player);
     key += "|dataType=InputBehavior";
     key += "|id=" + saveData.id;
     return key;
 }
コード例 #2
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 public InputBehaviorInfo(InputBehavior inputBehavior, UIControlSet controlSet, Dictionary <int, InputBehaviorWindow.PropertyType> idToProperty)
 {
     this._inputBehavior = inputBehavior;
     this._controlSet    = controlSet;
     this.idToProperty   = idToProperty;
     this.copyOfOriginal = new InputBehavior(inputBehavior);
 }
コード例 #3
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ファイル: InputMapping.cs プロジェクト: Bruno13/TheForest
        public void SaveAllMaps()
        {
            IList <Player> allPlayers = ReInput.players.AllPlayers;

            for (int i = 0; i < allPlayers.Count; i++)
            {
                Player          player         = allPlayers[i];
                PlayerSaveData  saveData       = player.GetSaveData(true);
                InputBehavior[] inputBehaviors = saveData.inputBehaviors;
                for (int j = 0; j < inputBehaviors.Length; j++)
                {
                    InputBehavior inputBehavior = inputBehaviors[j];
                    string        inputBehaviorPlayerPrefsKey = this.GetInputBehaviorPlayerPrefsKey(player, inputBehavior);
                    PlayerPrefs.SetString(inputBehaviorPlayerPrefsKey, inputBehavior.ToXmlString());
                }
                foreach (ControllerMapSaveData current in saveData.AllControllerMapSaveData)
                {
                    string controllerMapPlayerPrefsKey = this.GetControllerMapPlayerPrefsKey(player, current);
                    PlayerPrefs.SetString(controllerMapPlayerPrefsKey, current.map.ToXmlString());
                }
            }
            foreach (Rewired.Joystick current2 in ReInput.controllers.Joysticks)
            {
                JoystickCalibrationMapSaveData calibrationMapSaveData = current2.GetCalibrationMapSaveData();
                string joystickCalibrationMapPlayerPrefsKey           = this.GetJoystickCalibrationMapPlayerPrefsKey(calibrationMapSaveData);
                PlayerPrefs.SetString(joystickCalibrationMapPlayerPrefsKey, calibrationMapSaveData.map.ToXmlString());
            }
            PlayerPrefs.Save();
            InputMappingIcons.RefreshMappings();
        }
コード例 #4
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        private void LoadInputBehaviorNow(Player player, InputBehavior inputBehavior) {
            if(player == null || inputBehavior == null) return;

            string xml = GetInputBehaviorXml(player, inputBehavior.id); // try to the behavior for this id
            if(xml == null || xml == string.Empty) return; // no data found for this behavior
            inputBehavior.ImportXmlString(xml); // import the data into the behavior
        }
コード例 #5
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 private void Awake()
 {
     inputBehavior   = ReInput.mapping.GetInputBehavior(0, 0);
     player          = ReInput.players.GetPlayer(0);
     es              = EventSystem.current;
     MyDocumentsPath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
 }
コード例 #6
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ファイル: InputMapping.cs プロジェクト: Bruno13/TheForest
        private string GetInputBehaviorPlayerPrefsKey(Player player, InputBehavior saveData)
        {
            string text = this.GetBasePlayerPrefsKey(player);

            text += "&dataType=InputBehavior";
            return(text + "&id=" + saveData.id);
        }
コード例 #7
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        Capture(CaptureState state, InputBehavior e, CaptureSide which = CaptureSide.Any, object custom_data = null)
        {
            this.state   = state;
            this.element = e;

            this.data             = new CaptureData();
            this.data.which       = which;
            this.data.custom_data = custom_data;
        }
コード例 #8
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        private void SaveInputBehaviorNow(int playerId, int behaviorId) {
            Player player = ReInput.players.GetPlayer(playerId);
            if(player == null) return;

            InputBehavior behavior = ReInput.mapping.GetInputBehavior(playerId, behaviorId);
            if(behavior == null) return;

            SaveInputBehaviorNow(player, behavior);
        }
コード例 #9
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        private void SaveInputBehaviorNow(Player player, InputBehavior inputBehavior)
        {
            if (player == null || inputBehavior == null)
            {
                return;
            }
            string inputBehaviorPlayerPrefsKey = this.GetInputBehaviorPlayerPrefsKey(player, inputBehavior.id);

            PlayerPrefs.SetString(inputBehaviorPlayerPrefsKey, inputBehavior.ToXmlString());
        }
コード例 #10
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        public override void LoadDefaultInputSettings()
        {
            ToggleInverted(ControllerType.Mouse, defaultSettingsModel.mouseYInverted);
            ToggleInverted(ControllerType.Joystick, defaultSettingsModel.controllerYInverted);

            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(0, 0);

            inputBehavior.mouseXYAxisSensitivity  = defaultSettingsModel.mouseSensitivity;
            inputBehavior.joystickAxisSensitivity = defaultSettingsModel.controllerSensitivity;
        }
コード例 #11
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        private void SaveInputBehaviorNow(Player player, InputBehavior inputBehavior)
        {
            if (player == null || inputBehavior == null)
            {
                return;
            }

            string key = GetInputBehaviorPlayerPrefsKey(player, inputBehavior.id);

            PlayerPrefs.SetString(key, inputBehavior.ToXmlString()); // save the behavior to player prefs in XML format
        }
コード例 #12
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        public override void LoadInputSettings()
        {
            //Load from the GameDataController directly to make sure the correct model is used.
            ToggleInverted(ControllerType.Mouse, GameDataController.Instance.currentSettingsModel.mouseYInverted);
            ToggleInverted(ControllerType.Joystick, GameDataController.Instance.currentSettingsModel.controllerYInverted);

            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(0, 0);

            inputBehavior.mouseXYAxisSensitivity  = GameDataController.Instance.currentSettingsModel.mouseSensitivity;
            inputBehavior.joystickAxisSensitivity = GameDataController.Instance.currentSettingsModel.controllerSensitivity;
        }
コード例 #13
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ファイル: PlaneCutTool.cs プロジェクト: tomleetv/gsTools
 public void EndSetPlaneFromSingleClick()
 {
     if (active_behavior != null)
     {
         InputBehaviors.Remove(active_behavior);
         active_behavior = null;
     }
     set_targets_visibility(false);
     Scene.Context.RegisterNextFrameAction(() => {
         set_preview_visibility(true);
     });
 }
コード例 #14
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ファイル: PlaneCutTool.cs プロジェクト: tomleetv/gsTools
 public void BeginSetPlaneFromSingleClick()
 {
     active_behavior = new PlaneCutTool_2DBehavior(Scene.Context, this)
     {
         Priority = 5
     };
     InputBehaviors.Add(active_behavior);
     end_on_set = true;
     set_preview_visibility(false);
     Scene.Context.RegisterNextFrameAction(() => {
         set_targets_visibility(true);
     });
 }
コード例 #15
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        private void LoadInputBehaviorNow(Player player, InputBehavior inputBehavior)
        {
            if (player == null || inputBehavior == null)
            {
                return;
            }
            string inputBehaviorXml = this.GetInputBehaviorXml(player, inputBehavior.id);

            if (inputBehaviorXml == null || inputBehaviorXml == string.Empty)
            {
                return;
            }
            inputBehavior.ImportXmlString(inputBehaviorXml);
        }
コード例 #16
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        private int LoadInputBehaviorNow(Player player, InputBehavior inputBehavior)
        {
            if (player == null || inputBehavior == null)
            {
                return(0);
            }
            string inputBehaviorXml = this.GetInputBehaviorXml(player, inputBehavior.id);

            if (inputBehaviorXml == null || inputBehaviorXml == string.Empty)
            {
                return(0);
            }
            return((!inputBehavior.ImportXmlString(inputBehaviorXml)) ? 0 : 1);
        }
コード例 #17
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        void controllerBehavior_OnEnter(object sender, GameEventArgs e)
        {
            var beh = (InputBehavior)sender;

            _player2 = new Player2 {
                Position = Position + new Vector2(Size.X), CurrentLevel = CurrentLevel
            };

            if (!e.Level.Map.Collides(_player2.CollisionRect) && !e.Level.CollidesWith(_player2.CollisionRect, true).Any())
            {
                _player2.Health.ValueChanged += Health_ValueChanged;

                RemoveBehavior(beh);
                _player2.RemoveBehaviors(b => b is InputBehavior);
                _player2.AddBehavior(beh);
                e.Level.AddEntity(_player2);
                beh.OnEnter -= controllerBehavior_OnEnter;
                var oldHealth = Health.Quantity;

                LevelCollection.CloneWaypoints(this, _player2);

                if (Weapons != null)
                {
                    foreach (var weapon in Weapons)
                    {
                        _player2.AddWeapon(GameStateManager.WeaponFactory[weapon.GetType().Name]());
                    }
                }

                foreach (var ctn in Containers)
                {
                    _player2.Containers[ctn.Key].Quantity = ctn.Key == "Magic" ? ctn.Value.Quantity : ctn.Value.Quantity / 2;
                }

                Health.Quantity         /= 2;
                _player2.Health.Quantity = oldHealth - Health.Quantity;
                if (Health.Quantity <= 0)
                {
                    Health.Quantity = 1;
                }
                if (_player2.Health.Quantity <= 0)
                {
                    _player2.Health.Quantity = 1;
                }

                _controller2Behavior = null;
                _keyboardBehavior    = null;
            }
        }
コード例 #18
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        private void SaveInputBehaviorNow(int playerId, int behaviorId)
        {
            Player player = ReInput.players.GetPlayer(playerId);

            if (player == null)
            {
                return;
            }
            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(playerId, behaviorId);

            if (inputBehavior == null)
            {
                return;
            }
            this.SaveInputBehaviorNow(player, inputBehavior);
        }
コード例 #19
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        private int LoadInputBehaviorNow(int playerId, int behaviorId)
        {
            Player player = ReInput.players.GetPlayer(playerId);

            if (player == null)
            {
                return(0);
            }
            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(playerId, behaviorId);

            if (inputBehavior == null)
            {
                return(0);
            }
            return(this.LoadInputBehaviorNow(player, inputBehavior));
        }
コード例 #20
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        private void GetAxisButtonDeadZone(int playerId, int actionId, ref float value)
        {
            InputAction action = ReInput.mapping.GetAction(actionId);

            if (action == null)
            {
                return;
            }
            int           behaviorId    = action.behaviorId;
            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(playerId, behaviorId);

            if (inputBehavior == null)
            {
                return;
            }
            value = inputBehavior.buttonDeadZone + 0.1f;
        }
コード例 #21
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        /// <summary>
        /// Builds main character with its base spritesheet and animations.
        /// </summary>
        public Player()
            : base(spriteSheetPath, 9, 13)
        {
            Category = "Player";

            TimeSpan walkFrameDuration = TimeSpan.FromMilliseconds(100);

            SpriteSheet.AddAnimation("stopped", "up", line: 0, count: 1, frameDuration: walkFrameDuration);
            SpriteSheet.AddAnimation("stopped", "left", line: 1, count: 1, frameDuration: walkFrameDuration);
            SpriteSheet.AddAnimation("stopped", "down", line: 2, count: 1, frameDuration: walkFrameDuration);
            SpriteSheet.AddAnimation("stopped", "right", line: 3, count: 1, frameDuration: walkFrameDuration);


            SpriteSheet.AddAnimation("walking", "up", line: 0, skipFrames: 1, frameDuration: walkFrameDuration);
            SpriteSheet.AddAnimation("walking", "left", line: 1, skipFrames: 1, frameDuration: walkFrameDuration);
            SpriteSheet.AddAnimation("walking", "down", line: 2, skipFrames: 1, frameDuration: walkFrameDuration);
            SpriteSheet.AddAnimation("walking", "right", line: 3, skipFrames: 1, frameDuration: walkFrameDuration);

            SpriteSheet.AddAnimation("dying", "default", line: 12, count: 6, frameDuration: walkFrameDuration, repeat: false);

            Padding = new Rectangle(22, 32, 22, 2);

            Speed = 32 * 5;

            Health = new Container(8);
            Look(new Vector2(0, 1), true);

            GetBehavior <BlinkBehavior>().BlinkDuration = TimeSpan.FromSeconds(1);

            _controller1Behavior          = new InputBehavior(InputType.Controller, 0);
            _controller2Behavior          = new InputBehavior(InputType.Controller, 1);
            _controller2Behavior.OnEnter += controllerBehavior_OnEnter;

            _keyboardBehavior          = new InputBehavior(InputType.Keyboard);
            _keyboardBehavior.OnEnter += controllerBehavior_OnEnter;

            AddBehavior(
                _controller1Behavior,
                _keyboardBehavior
                );
            Arrows = new Container(50);
            Magic  = new Container(10);

            DisplayName = "Player 1";
        }
コード例 #22
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 public void SetData(int playerId, ControlMapper.InputBehaviorSettings[] data)
 {
     if (!base.initialized)
     {
         return;
     }
     this.playerId = playerId;
     for (int i = 0; i < data.Length; i++)
     {
         ControlMapper.InputBehaviorSettings inputBehaviorSettings = data[i];
         if (inputBehaviorSettings != null && inputBehaviorSettings.isValid)
         {
             InputBehavior inputBehavior = this.GetInputBehavior(inputBehaviorSettings.inputBehaviorId);
             if (inputBehavior != null)
             {
                 UIControlSet uIControlSet = this.CreateControlSet();
                 Dictionary <int, InputBehaviorWindow.PropertyType> dictionary = new Dictionary <int, InputBehaviorWindow.PropertyType>();
                 string customEntry = ControlMapper.GetLanguage().GetCustomEntry(inputBehaviorSettings.labelLanguageKey);
                 if (!string.IsNullOrEmpty(customEntry))
                 {
                     uIControlSet.SetTitle(customEntry);
                 }
                 else
                 {
                     uIControlSet.SetTitle(inputBehavior.name);
                 }
                 if (inputBehaviorSettings.showJoystickAxisSensitivity)
                 {
                     UISliderControl uISliderControl = this.CreateSlider(uIControlSet, inputBehavior.id, null, ControlMapper.GetLanguage().GetCustomEntry(inputBehaviorSettings.joystickAxisSensitivityLabelLanguageKey), inputBehaviorSettings.joystickAxisSensitivityIcon, inputBehaviorSettings.joystickAxisSensitivityMin, inputBehaviorSettings.joystickAxisSensitivityMax, new Action <int, int, float>(this.JoystickAxisSensitivityValueChanged), new Action <int, int>(this.JoystickAxisSensitivityCanceled));
                     uISliderControl.slider.value = Mathf.Clamp(inputBehavior.joystickAxisSensitivity, inputBehaviorSettings.joystickAxisSensitivityMin, inputBehaviorSettings.joystickAxisSensitivityMax);
                     dictionary.Add(uISliderControl.id, InputBehaviorWindow.PropertyType.JoystickAxisSensitivity);
                 }
                 if (inputBehaviorSettings.showMouseXYAxisSensitivity)
                 {
                     UISliderControl uISliderControl2 = this.CreateSlider(uIControlSet, inputBehavior.id, null, ControlMapper.GetLanguage().GetCustomEntry(inputBehaviorSettings.mouseXYAxisSensitivityLabelLanguageKey), inputBehaviorSettings.mouseXYAxisSensitivityIcon, inputBehaviorSettings.mouseXYAxisSensitivityMin, inputBehaviorSettings.mouseXYAxisSensitivityMax, new Action <int, int, float>(this.MouseXYAxisSensitivityValueChanged), new Action <int, int>(this.MouseXYAxisSensitivityCanceled));
                     uISliderControl2.slider.value = Mathf.Clamp(inputBehavior.mouseXYAxisSensitivity, inputBehaviorSettings.mouseXYAxisSensitivityMin, inputBehaviorSettings.mouseXYAxisSensitivityMax);
                     dictionary.Add(uISliderControl2.id, InputBehaviorWindow.PropertyType.MouseXYAxisSensitivity);
                 }
                 this.inputBehaviorInfo.Add(new InputBehaviorWindow.InputBehaviorInfo(inputBehavior, uIControlSet, dictionary));
             }
         }
     }
     base.defaultUIElement = this.doneButton.gameObject;
 }
コード例 #23
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 public void SetData(int playerId, Rewired.UI.ControlMapper.ControlMapper.InputBehaviorSettings[] data)
 {
     if (!this.initialized)
     {
         return;
     }
     this.playerId = playerId;
     for (int index = 0; index < data.Length; ++index)
     {
         Rewired.UI.ControlMapper.ControlMapper.InputBehaviorSettings behaviorSettings = data[index];
         if (behaviorSettings != null && behaviorSettings.isValid)
         {
             InputBehavior inputBehavior = this.GetInputBehavior(behaviorSettings.inputBehaviorId);
             if (inputBehavior != null)
             {
                 UIControlSet controlSet = this.CreateControlSet();
                 Dictionary <int, InputBehaviorWindow.PropertyType> idToProperty = new Dictionary <int, InputBehaviorWindow.PropertyType>();
                 string customEntry = Rewired.UI.ControlMapper.ControlMapper.GetLanguage().GetCustomEntry(behaviorSettings.labelLanguageKey);
                 if (!string.IsNullOrEmpty(customEntry))
                 {
                     controlSet.SetTitle(customEntry);
                 }
                 else
                 {
                     controlSet.SetTitle(inputBehavior.get_name());
                 }
                 if (behaviorSettings.showJoystickAxisSensitivity)
                 {
                     UISliderControl slider = this.CreateSlider(controlSet, inputBehavior.get_id(), (string)null, Rewired.UI.ControlMapper.ControlMapper.GetLanguage().GetCustomEntry(behaviorSettings.joystickAxisSensitivityLabelLanguageKey), behaviorSettings.joystickAxisSensitivityIcon, behaviorSettings.joystickAxisSensitivityMin, behaviorSettings.joystickAxisSensitivityMax, new Action <int, int, float>(this.JoystickAxisSensitivityValueChanged), new Action <int, int>(this.JoystickAxisSensitivityCanceled));
                     slider.slider.set_value(Mathf.Clamp(inputBehavior.get_joystickAxisSensitivity(), behaviorSettings.joystickAxisSensitivityMin, behaviorSettings.joystickAxisSensitivityMax));
                     idToProperty.Add(slider.id, InputBehaviorWindow.PropertyType.JoystickAxisSensitivity);
                 }
                 if (behaviorSettings.showMouseXYAxisSensitivity)
                 {
                     UISliderControl slider = this.CreateSlider(controlSet, inputBehavior.get_id(), (string)null, Rewired.UI.ControlMapper.ControlMapper.GetLanguage().GetCustomEntry(behaviorSettings.mouseXYAxisSensitivityLabelLanguageKey), behaviorSettings.mouseXYAxisSensitivityIcon, behaviorSettings.mouseXYAxisSensitivityMin, behaviorSettings.mouseXYAxisSensitivityMax, new Action <int, int, float>(this.MouseXYAxisSensitivityValueChanged), new Action <int, int>(this.MouseXYAxisSensitivityCanceled));
                     slider.slider.set_value(Mathf.Clamp(inputBehavior.get_mouseXYAxisSensitivity(), behaviorSettings.mouseXYAxisSensitivityMin, behaviorSettings.mouseXYAxisSensitivityMax));
                     idToProperty.Add(slider.id, InputBehaviorWindow.PropertyType.MouseXYAxisSensitivity);
                 }
                 this.inputBehaviorInfo.Add(new InputBehaviorWindow.InputBehaviorInfo(inputBehavior, controlSet, idToProperty));
             }
         }
     }
     this.defaultUIElement = ((Component)this.doneButton).get_gameObject();
 }
コード例 #24
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        private void GetAxisButtonDeadZone(int playerId, int actionId, ref float value)
        {
            InputAction action = ReInput.mapping.GetAction(actionId);

            if (action == null)
            {
                return;
            }

            int           behaviorId    = action.behaviorId;
            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(playerId, behaviorId);

            if (inputBehavior == null)
            {
                return;
            }

            value = inputBehavior.buttonDeadZone + 0.1f; // add a small amount so it never reaches the deadzone
        }
コード例 #25
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        private void SaveInputBehaviorNow(int playerId, int behaviorId)
        {
            Player player = ReInput.players.GetPlayer(playerId);

            if (player == null)
            {
                return;
            }

            InputBehavior behavior = ReInput.mapping.GetInputBehavior(playerId, behaviorId);

            if (behavior == null)
            {
                return;
            }

            SaveInputBehaviorNow(player, behavior);

            // Save changes to PlayerPrefs
            PlayerPrefs.Save();
        }
コード例 #26
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 public static Capture Begin(InputBehavior e, CaptureSide which = CaptureSide.Any, object custom_data = null)
 {
     return(new Capture(CaptureState.Begin, e, which, custom_data));
 }
コード例 #27
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        public void SetData(int playerId, ControlMapper.InputBehaviorSettings[] data)
        {
            if (!initialized)
            {
                return;
            }

            this.playerId = playerId;

            // Create control sets
            for (int i = 0; i < data.Length; i++)
            {
                var item = data[i];
                if (item == null || !item.isValid)
                {
                    continue;
                }

                InputBehavior inputBehavior = GetInputBehavior(item.inputBehaviorId);
                if (inputBehavior == null)
                {
                    continue;
                }

                UIControlSet set = CreateControlSet();
                Dictionary <int, PropertyType> idToProperty = new Dictionary <int, PropertyType>();;

                // Set the title
                string customTitle = ControlMapper.GetLanguage().GetCustomEntry(item.labelLanguageKey);
                if (!string.IsNullOrEmpty(customTitle))
                {
                    set.SetTitle(customTitle);
                }
                else
                {
                    set.SetTitle(inputBehavior.name);
                }

                // Create sliders

                if (item.showJoystickAxisSensitivity)
                {
                    UISliderControl slider = CreateSlider(
                        set,
                        inputBehavior.id,
                        null,
                        ControlMapper.GetLanguage().GetCustomEntry(item.joystickAxisSensitivityLabelLanguageKey),
                        item.joystickAxisSensitivityIcon,
                        item.joystickAxisSensitivityMin,
                        item.joystickAxisSensitivityMax,
                        JoystickAxisSensitivityValueChanged,
                        JoystickAxisSensitivityCanceled
                        );
                    // Set initial value
                    slider.slider.value = Mathf.Clamp(inputBehavior.joystickAxisSensitivity, item.joystickAxisSensitivityMin, item.joystickAxisSensitivityMax);
                    // Store property type
                    idToProperty.Add(slider.id, PropertyType.JoystickAxisSensitivity);
                }

                if (item.showMouseXYAxisSensitivity)
                {
                    UISliderControl slider = CreateSlider(
                        set,
                        inputBehavior.id,
                        null,
                        ControlMapper.GetLanguage().GetCustomEntry(item.mouseXYAxisSensitivityLabelLanguageKey),
                        item.mouseXYAxisSensitivityIcon,
                        item.mouseXYAxisSensitivityMin,
                        item.mouseXYAxisSensitivityMax,
                        MouseXYAxisSensitivityValueChanged,
                        MouseXYAxisSensitivityCanceled
                        );
                    // Set initial value
                    slider.slider.value = Mathf.Clamp(inputBehavior.mouseXYAxisSensitivity, item.mouseXYAxisSensitivityMin, item.mouseXYAxisSensitivityMax);
                    // Store property type
                    idToProperty.Add(slider.id, PropertyType.MouseXYAxisSensitivity);
                }

                // mouseOtherAxisSensitivity not implemented

                // Add to the list
                inputBehaviorInfo.Add(new InputBehaviorInfo(inputBehavior, set, idToProperty));
            }

            // Set default UI element
            defaultUIElement = doneButton.gameObject;
        }
コード例 #28
0
ファイル: InputMapping.cs プロジェクト: GameDiffs/TheForest
 private string GetInputBehaviorPlayerPrefsKey(Player player, InputBehavior saveData)
 {
     string text = this.GetBasePlayerPrefsKey(player);
     text += "&dataType=InputBehavior";
     return text + "&id=" + saveData.id;
 }
コード例 #29
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        private void SaveInputBehaviorNow(Player player, InputBehavior inputBehavior) {
            if(player == null || inputBehavior == null) return;

            string key = GetInputBehaviorPlayerPrefsKey(player, inputBehavior);
            PlayerPrefs.SetString(key, inputBehavior.ToXmlString()); // save the behavior to player prefs in XML format
        }
コード例 #30
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        private int LoadInputBehaviorNow(Player player, InputBehavior inputBehavior) {
            if(player == null || inputBehavior == null) return 0;

            string xml = GetInputBehaviorXml(player, inputBehavior.id); // try to the behavior for this id
            if(xml == null || xml == string.Empty) return 0; // no data found for this behavior
            return inputBehavior.ImportXmlString(xml) ? 1 : 0; // import the data into the behavior
        }
コード例 #31
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 public InputBehaviorInfo(InputBehavior inputBehavior, UIControlSet controlSet, Dictionary<int, PropertyType> idToProperty) {
     this._inputBehavior = inputBehavior;
     this._controlSet = controlSet;
     this.idToProperty = idToProperty;
     copyOfOriginal = new InputBehavior(inputBehavior);
 }
コード例 #32
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        public override void ChangeMouseSensitivity(float value)
        {
            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(0, 0);

            inputBehavior.mouseXYAxisSensitivity = value;
        }
コード例 #33
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        public override void ChangeGamepadSensitivity(float value)
        {
            InputBehavior inputBehavior = ReInput.mapping.GetInputBehavior(0, 0);

            inputBehavior.joystickAxisSensitivity = value;
        }
コード例 #34
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 // Use this for initialization
 void Start()
 {
     _input = GetComponent <InputBehavior>();
 }
コード例 #35
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 private string GetInputBehaviorPlayerPrefsKey(Player player, InputBehavior saveData) {
     // Create a player prefs key like a web querystring so we can search for player prefs key when loading maps
     string key = GetBasePlayerPrefsKey(player);
     key += "|dataType=InputBehavior";
     key += "|id=" + saveData.id;
     return key;
 }
コード例 #36
0
 private void LoadInputBehaviorNow(Player player, InputBehavior inputBehavior)
 {
     if (player == null || inputBehavior == null)
     {
         return;
     }
     string inputBehaviorXml = this.GetInputBehaviorXml(player, inputBehavior.id);
     if (inputBehaviorXml == null || inputBehaviorXml == string.Empty)
     {
         return;
     }
     inputBehavior.ImportXmlString(inputBehaviorXml);
 }
コード例 #37
0
 private void SaveInputBehaviorNow(Player player, InputBehavior inputBehavior)
 {
     if (player == null || inputBehavior == null)
     {
         return;
     }
     string inputBehaviorPlayerPrefsKey = this.GetInputBehaviorPlayerPrefsKey(player, inputBehavior);
     PlayerPrefs.SetString(inputBehaviorPlayerPrefsKey, inputBehavior.ToXmlString());
 }