コード例 #1
0
ファイル: GameMan.cs プロジェクト: mirrorfishmedia/GGJ2016
	void Awaken()
	{
		uiMan.FadeOutTitle ();
		CameraControl.main.m_MinSize = 12f;


		sequencer = gameObject.AddComponent<ResourceSequence>(); 

		joiner = GetComponent<InputMan>();
		joiner.OnStartPressed += (sender, e) => {
			uiMan.FadeInSequencePrompt();
			sequencer.StartInput(joiner.devices[0]);
			uiMan.FadeOutStart();
			uiMan.FadeInTimer();
		};

		joiner.OnStartAvailable += (sender, e) => {uiMan.FadeInStart();};

//		joiner.OnStartPressed += (sender, e) => {HardCodeStart();};

		joiner.OnPlayerJoined += (sender, e) => {uiMan.FadeOutText();};

		sequencer.OnInputted += (sender, e) => {
			resourceDisplay[e.index].SetResourceIcon(ResourceType.NONE);
			resourceDisplay[e.index].SetFadeActive(true);
		};

		sequencer.OnInputAgain += HandleOnInputAgain;
		sequencer.OnCheckInputFalse += (sender, e) => {
			resourceDisplay[0].GetComponentInParent<LocalPositionSpring>().velocity += new Vector3(20f, 0f, 0f);
			HandleOnInputAgain(sender, e);};
		sequencer.OnCheckInputTrue += HandleOnInputAgain;

		SoundMan.main.StartTitleMusic ();
	}
コード例 #2
0
 // Use this for initialization
 void Awake()
 {
     playerInput = GameManagers.Instance.InputMan;
     GameManagers.Instance.LocalPlayer = this;
     Instantiate(zombie[Random.Range(0, zombie.Length)]);
     playerHealth = PlayerHitPoints;
 }
コード例 #3
0
    // Update is called once per frame
    void Update()
    {
        if (InputMan.GetButtonDown(flingKey) && !flingHeld)
        {
            flingHeld      = true;
            flingStartTime = Time.time;
        }

        if (flingHeld)
        {
            float percentComplete = (Time.time - flingStartTime) / TweenTime;
            currentImpuleVelocity = Mathf.Lerp(MINvelocity, MAXvelocityPower, percentComplete);

            if (InputMan.GetButtonUp(flingKey))
            {
                Fling();
                flingHeld = false;
            }
        }

        if (InputMan.GetButtonDown(endKey))
        {
            gameOverText.gameObject.SetActive(true);
            InputMan.DisableControls();
            DOVirtual.DelayedCall(3, () => SceneManager.LoadScene(endGameSceneName));
        }
    }
コード例 #4
0
 // Use this for initialization
 void Awake()
 {
     rgb           = GetComponent <Rigidbody>();
     myAudioSource = GetComponent <AudioSource>();
     gameOverText.gameObject.SetActive(false);
     InputMan.EnableControls();
 }
コード例 #5
0
 // Use this for initialization
 void Start()
 {
     Bounds = transform.GetComponentInChildren <SelectionBounds>();
     cursor = transform.GetComponentInChildren <Cursor>();
     MainCamera.SetLookAt(MyArmy.transform.Find("Flag").transform.position);
     inputMan = transform.GetComponent <InputMan>();
     InvokeRepeating("NotifySelection", 1.1f, 1.1f);
 }
コード例 #6
0
ファイル: InputMan.cs プロジェクト: Munky665/FPS-Repo
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != null)
     {
         Destroy(this);
     }
     DontDestroyOnLoad(this);
 }
コード例 #7
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    void Start()
    //verifying distance, setting start distance.
    {
        //Calling InputManager
        InputManager = GetComponent <InputMan>();

        //Distance needs to be between min and max dist-values.
        Distance = Mathf.Clamp(Distance, DistMin, DistMax);

        //StartDistance(Validate D in awake and store it.)
        startDistance = Distance;

        //Calling Reset() method.
        Reset();
    }
コード例 #8
0
    void HandleInput()
    //Looking for mouse/joystick input and process it.
    {
        //Creating variable for DeadZone, so bumping doesn't move camera.
        // There is a tiny zone on mousewheel - + axis that doesn't register
        //movement

        var DeadZone = 0.01f;

        //Getting the x-axis data from mouse/RightHorizontal
        // multiply with x_sensitivity += horizontal input.
        Horizontal += InputMan.RightHorizontal() * xSensitivity;

        //Get y-axis input data * y_sensitivity -= vertical input.
        Vertical -= InputMan.RightVertical() * ySensitivity;

        //X is unlimited (orbiting around Proto)

        //LIMITING VERTICAL
        //Y limits: Clamping distance between DistMin and DistMax.
        //HelperClass(Helper.cs): ClampAngle(angle, DMin, DMax)
        //Helper converts whatever rotation sended to 0-360 either + or -
        //Makes sure it is clamped and returns it to camera.

        Vertical = Helper.ClampAngle(Vertical, YMin, YMax);

        if (Input.GetAxis("Mouse ScrollWheel") < -DeadZone || Input.GetAxis("Mouse ScrollWheel") > DeadZone)
        {
            desiredDist     = Mathf.Clamp(Distance - Input.GetAxis("Mouse ScrollWheel") * MWSensitivity, DistMin, DistMax);
            preOccludedDist = desiredDist; //matching these two together
            distSmoothing   = DistSmooth;
        }


        //mouseWheel. Checking camera is outside DeadZone
        //Applying mouseWheel-sensitivity
        //Subtract the value from current distance.

        //Clamped Distance (minmax) stored in desiredDistance
    }
コード例 #9
0
ファイル: AimScript.cs プロジェクト: rsakshay/HangryDrago
 void CheckAim()
 {
     currentRotation += InputMan.GetLHorizontal() * aimSpeed * Time.deltaTime;
 }
コード例 #10
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 // Use this for initialization
 void Awake()
 {
     rig2D = GetComponent<Rigidbody2D>();
     anim = GetComponentInChildren<Animator>();
     jumpForce = JumpForce;
     GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
     foreach (GameObject item in players)
     {
         if (item.transform != transform)
         {
             enemy = item.transform;
         }
     }
     attack = new bool[AttackCount];
     attackTimer = new float[AttackCount];
     timesPressed = new int[AttackCount];
     if (PC)
     {
         inputManager = gameObject.AddComponent<PCInputMan>();
         //inputManager = new PCInputMan(PlayerNum, AttackCount);
         inputManager.AttacksCount = AttackCount;
         ((PCInputMan)inputManager).PlayerNum = PlayerNum;
     }
     else
     {
         inputManager = inpt;
         //inputManager = new PCInputMan(PlayerNum, AttackCount);
         inputManager.AttacksCount = AttackCount;
     }
 }
コード例 #11
0
 // Use this for initialization
 void Start()
 {
     uiManager = GetComponent<UIMan>();
     soundManager = GetComponent<SoundMan>();
     speedFactor = 0;
     Meter = 0;
     HighScore = PlayerPrefs.GetInt("HighScore");
     liveObstacles = new List<GameObject>();
     # if UNITY_STANDALONE
     InputManager = (InputMan)gameObject.AddComponent<PCInputMan>();
     #elif UNITY_ANDROID
     InputManager = (InputMan)gameObject.AddComponent<AndroidInputMan>();
     #endif
     //InputManager.enabled = false;
 }
コード例 #12
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 public void ChangePrimaryHand(bool isRightHanded)
 {
     InputMan.ChangePrimaryHand(isRightHanded);
 }
コード例 #13
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 private void Awake()
 {
     Instance = this;
     GameObject.DontDestroyOnLoad(this.gameObject);
 }