public void OnGameEvent(PlayerInputGameEvent inputEvent) { if (!m_IsWaitingChoice && inputEvent.GetInput() == "Submit" && inputEvent.GetInputState() == EInputState.Down && m_IsInDialogue) { DisplayNextSentence(); } }
public void OnGameEvent(PlayerInputGameEvent inputEvent) { if (inputEvent.GetInput() == "Pause" && inputEvent.GetInputState() == EInputState.Down && !UpdaterProxy.Get().IsPaused()) { ChangeNextTransition(HSMTransition.EType.Child, typeof(GameFlowPauseState)); } }
public void OnGameEvent(PlayerInputGameEvent inputEvent) { if (inputEvent.GetInput() == "Pause" && inputEvent.GetInputState() == EInputState.Down) { ChangeNextTransition(HSMTransition.EType.Exit); } }
public void OnGameEvent(PlayerInputGameEvent input) { if (input.GetInput() == "Escape") { gameObject.SetActive(true); } }
public void OnGameEvent(PlayerInputGameEvent inputEvent) { if (m_IsInDialogue && m_IsWaitingForInput) { string input = inputEvent.GetInput(); EInputState state = inputEvent.GetInputState(); if (input == "Enter" && state == EInputState.Down) { m_IsWaitingForInput = false; } } }
public void OnGameEvent(PlayerInputGameEvent inputEvent) { if (UpdaterProxy.Get().IsPaused() || !m_ProcessInput) { return; } string input = inputEvent.GetInput(); EInputState state = inputEvent.GetInputState(); switch (input) { case "Jump": if (state == EInputState.Down) { Jump(); } break; case "Right": Move(state == EInputState.Held ? 1 : 0); ChangeFacingDirection(m_Right); break; case "Left": Move(state == EInputState.Held ? -1 : 0); ChangeFacingDirection(m_Left); break; case "Blast": if (state == EInputState.Down) { Fire(); } break; case "Slash": if (state == EInputState.Down) { Slash(); } break; default: break; } }
public void OnGameEvent(PlayerInputGameEvent inputEvent) { string input = inputEvent.GetInput(); EInputState state = inputEvent.GetInputState(); if (state != EInputState.Up) { switch (input) { case "Right": Move(true); break; case "Left": Move(false); break; default: break; } } }
public void OnGameEvent(PlayerInputGameEvent inputEvent) { if (UpdaterProxy.Get().IsPaused()) { return; } string input = inputEvent.GetInput(); EInputState state = inputEvent.GetInputState(); if (state == EInputState.Down) { switch (input) { case "TurnRight": AddTurnCommand((int)EFacingDirection.Right); break; case "TurnLeft": AddTurnCommand((int)EFacingDirection.Left); break; case "TurnUp": AddTurnCommand((int)EFacingDirection.Up); break; case "TurnDown": AddTurnCommand((int)EFacingDirection.Down); break; case "Grab / Ungrab": AddToggleGrabCommand(); break; case "BinSpawnRequest": AddBinSpawnCommand(); break; default: break; } } if (state == EInputState.Held || state == EInputState.Down) { switch (input) { case "Right": AddMoveCommand(1, 0); break; case "Left": AddMoveCommand(-1, 0); break; case "Up": AddMoveCommand(0, 1); break; case "Down": AddMoveCommand(0, -1); break; case "Undo": m_TimeHoldingUndo += Time.deltaTime; if (!m_IsUndoing && (m_TimeHoldingUndo > m_HeldUndoTreshold || state == EInputState.Down)) { StartCoroutine(Undo()); } break; default: break; } } if (state == EInputState.Up && input == "Undo") { m_TimeHoldingUndo = 0f; } }