private void Roll() { States.RollDelegate(); }
void UpdateActionsBlueTooth() { //ovladani tlacitky //Fire: if (Input.GetKeyDown("8")) { //fire only when there is no use if (Player.LocalInstance.InUseMode) { States.UseDelegate(); } else { States.FireDownDelegate(); } } if (Input.GetKeyUp("8")) { //delegate up event only for fire if (Player.LocalInstance.InUseMode == false) { States.FireUpDelegate(); } } //reload if (Input.GetKeyDown("7")) { States.ReloadDelegate(); } //roll if (Input.GetKeyDown("6")) { States.RollDelegate(); } //items if (Input.GetKeyDown("3")) { ChangeItem(0); } else if (Input.GetKeyDown("4")) { ChangeItem(1); } else if (Input.GetKeyDown("2")) { ChangeItem(2); } //weapons if (Input.GetKeyDown("a")) { ChangeWeapon(0); } else if (Input.GetKeyDown("w")) { ChangeWeapon(1); } else if (Input.GetKeyDown("d")) { ChangeWeapon(2); } }
void UpdateActions() { if (ButtonDown(E_Input.Fire)) { //fire only when there is no use if (Player.LocalInstance.InUseMode) { States.UseDelegate(); } else { States.FireDownDelegate(); } } if (ButtonUp(E_Input.Fire)) { //delegate up event only for fire if (Player.LocalInstance.InUseMode == false) { States.FireUpDelegate(); } } if (ButtonDown(E_Input.Reload) /* || Input.GetKeyDown("7")*/) //JV FIX { States.ReloadDelegate(); } if (ButtonDown(E_Input.Sprint)) { States.SprintDownDelegate(); } if (ButtonUp(E_Input.Sprint)) { States.SprintUpDelegate(); } if (ButtonDown(E_Input.Roll)) { States.RollDelegate(); } //FIX chyby na androidu - device obcas hlasi spatne escape stav kdyz delame multi touch bool escapeKeyPressed = Input.GetKeyUp("escape") && (Time.timeSinceLevelLoad > LastTouchControlTime + 0.25f); if ((ButtonDown(E_Input.Pause) || escapeKeyPressed)) { if (MFGuiFader.Fading == false && GuiFrontendIngame.PauseMenuCooldown() == false) { GuiFrontendIngame.ShowPauseMenu(); } } if (ButtonDown(E_Input.Item1)) { ChangeItem(0); } else if (ButtonDown(E_Input.Item2)) { ChangeItem(1); } else if (ButtonDown(E_Input.Item3)) { ChangeItem(2); } if (ButtonDown(E_Input.Weapon1)) { ChangeWeapon(0); } else if (ButtonDown(E_Input.Weapon2)) { ChangeWeapon(1); } else if (ButtonDown(E_Input.Weapon3)) { ChangeWeapon(2); } if (ButtonDown(E_Input.WeaponNext)) { ChangeWeaponNext(); } else if (ButtonDown(E_Input.WeaponPrev)) { ChangeWeaponPrev(); } /*if(ButtonDown(E_Input.Voicechat)) * { * if(Client.Instance) * Client.Instance.SetVoiceChat(true); * } * else if (ButtonUp(E_Input.Voicechat)) * { * if(Client.Instance) * Client.Instance.SetVoiceChat(false); * }*/ }
bool ProcessKey(ref IInputEvent evt) { if (States.ActionsEnabled == false) { return(false); } if (Player.LocalInstance == null) { return(false); } KeyEvent key = (KeyEvent)evt; PlayerControlsGamepad.E_Input action = GetInputTableAction(key.Code); if (key.State == E_KeyState.Released) { // Escape and Tab are always hardcoded and can't be set by user switch (key.Code) { case KeyCode.Escape: if (MFGuiFader.Fading == false && GuiFrontendIngame.PauseMenuCooldown() == false) { GuiFrontendIngame.ShowPauseMenu(); } return(true); case KeyCode.Tab: GuiFrontendIngame.HideScoreMenu(); return(true); } if (m_InputTable != null) { switch (action) { case PlayerControlsGamepad.E_Input.Fire: Fire(false); return(true); case PlayerControlsGamepad.E_Input.Sprint: States.SprintUpDelegate(); return(true); case PlayerControlsGamepad.E_Input.Pause: if (GuiHUD.Instance.CommandMenu != null && GuiHUD.Instance.CommandMenu.IsShown) { GuiHUD.Instance.CommandMenu.Hide(); } return(true); } return(false); } switch (key.Code) { case KeyCode.RightControl: case KeyCode.LeftControl: Fire(false); return(true); case KeyCode.RightShift: case KeyCode.LeftShift: States.SprintUpDelegate(); return(true); default: break; } } else if (key.State == E_KeyState.Pressed) { switch (key.Code) { case KeyCode.Return: //check for mouse lock unlock MouseCameraCtrl.SwitchCursor(); return(true); case KeyCode.Tab: //E_MPGameType gameType = Client.Instance.GameState.GameType; GuiFrontendIngame.ShowScoreMenu(/*gameType, false*/); return(true); } if (m_InputTable != null) { switch (action) { case PlayerControlsGamepad.E_Input.Fire: Fire(true); return(true); case PlayerControlsGamepad.E_Input.Sprint: States.SprintDownDelegate(); return(true); case PlayerControlsGamepad.E_Input.Roll: States.RollDelegate(); return(true); case PlayerControlsGamepad.E_Input.Reload: States.ReloadDelegate(); return(true); case PlayerControlsGamepad.E_Input.Weapon1: ChangeWeapon(0); return(true); case PlayerControlsGamepad.E_Input.Weapon2: ChangeWeapon(1); return(true); case PlayerControlsGamepad.E_Input.Weapon3: ChangeWeapon(2); return(true); case PlayerControlsGamepad.E_Input.Item1: UseGadget(0); return(true); case PlayerControlsGamepad.E_Input.Item2: UseGadget(1); return(true); case PlayerControlsGamepad.E_Input.Item3: UseGadget(2); return(true); case PlayerControlsGamepad.E_Input.WeaponNext: ChangeWeaponNext(); return(true); case PlayerControlsGamepad.E_Input.WeaponPrev: ChangeWeaponPrev(); return(true); case PlayerControlsGamepad.E_Input.Pause: if (GuiHUD.Instance.CommandMenu != null && !m_IsFiring) { GuiHUD.Instance.CommandMenu.Show(); GuiHUD.Instance.CommandMenu.OpenMenu(); } return(true); } return(false); } switch (key.Code) { case KeyCode.RightControl: case KeyCode.LeftControl: Fire(true); return(true); case KeyCode.RightShift: case KeyCode.LeftShift: States.SprintDownDelegate(); return(true); case KeyCode.Space: States.RollDelegate(); return(true); case KeyCode.R: States.ReloadDelegate(); return(true); case KeyCode.Alpha1: case KeyCode.Keypad1: ChangeWeapon(0); return(true); case KeyCode.Alpha2: case KeyCode.Keypad2: ChangeWeapon(1); return(true); case KeyCode.Alpha3: case KeyCode.Keypad3: ChangeWeapon(2); return(true); case KeyCode.Alpha4: case KeyCode.Keypad4: ChangeWeapon(3); return(true); case KeyCode.Alpha7: case KeyCode.Keypad7: UseGadget(3); return(true); case KeyCode.Alpha8: case KeyCode.Keypad8: case KeyCode.H: case KeyCode.Q: UseGadget(2); return(true); case KeyCode.Alpha9: case KeyCode.Keypad9: case KeyCode.G: case KeyCode.E: UseGadget(1); return(true); case KeyCode.Alpha0: case KeyCode.Keypad0: case KeyCode.F: UseGadget(0); return(true); case KeyCode.O: SelectNextGadget(); return(true); case KeyCode.I: case KeyCode.L: SelectPrevGadget(); return(true); case KeyCode.P: UseSelectedGadget(); return(true); default: break; } } return(false); }
void OnRollDown() { States.RollDelegate(); }