public Button2Press Init(int frameTrigger, FightingGameInputCodeBut button0, FightingGameInputCodeBut button1) { if (button0 > button1) { base.Init(frameTrigger, button0); this.button1 = button1; } else { base.Init(frameTrigger, button1); this.button1 = button0; } return(this); }
public ButtonPress Init(int frameTrigger, FightingGameInputCodeBut button0) { base.Init(frameTrigger); this.button0 = button0; return(this); }
public Button2Press() { SetInfo(staleTime: 12, priorityValue: 500); button1 = FightingGameInputCodeBut.None; }
public ButtonRelease() { SetInfo(staleTime: 6, priorityValue: 200); button0 = FightingGameInputCodeBut.None; }
public ButtonPress() { SetInfo(staleTime: 6, priorityValue: 250); button0 = FightingGameInputCodeBut.None; }
private void GivenButtonPress(Action stop, Combination combo) { button = ((ButtonPress)combo).button0; }
private void SetButtonBit(float buttonValue, FightingGameInputCodeBut bitMask) { buttonInputCode = buttonInputCode & ~((int)bitMask) | ((buttonValue > buttonDeadZone) ? (int)bitMask : 0); }
private InputNotation SelectInputNotation(FightingGameInputCodeBut button, FightingGameInputCodeDir direction) { InputNotation notation = InputNotation.None; switch (button) { case FightingGameInputCodeBut.A: switch (direction) { case FightingGameInputCodeDir.Neutral: case FightingGameInputCodeDir.None: notation = InputNotation._5A; break; case FightingGameInputCodeDir.DownBack: case FightingGameInputCodeDir.Down: case FightingGameInputCodeDir.DownForward: notation = InputNotation._2A; break; default: notation = InputNotation._5A; break; } break; case FightingGameInputCodeBut.B: switch (direction) { case FightingGameInputCodeDir.Neutral: case FightingGameInputCodeDir.None: notation = InputNotation._5B; break; case FightingGameInputCodeDir.DownBack: case FightingGameInputCodeDir.Down: case FightingGameInputCodeDir.DownForward: notation = InputNotation._2B; break; default: notation = InputNotation._5B; break; } break; case FightingGameInputCodeBut.C: switch (direction) { case FightingGameInputCodeDir.Neutral: case FightingGameInputCodeDir.None: notation = InputNotation._5C; break; case FightingGameInputCodeDir.DownBack: case FightingGameInputCodeDir.Down: case FightingGameInputCodeDir.DownForward: notation = InputNotation._2C; break; default: notation = InputNotation._5C; break; } break; case FightingGameInputCodeBut.D: switch (direction) { case FightingGameInputCodeDir.Neutral: case FightingGameInputCodeDir.None: notation = InputNotation._5D; break; case FightingGameInputCodeDir.DownBack: case FightingGameInputCodeDir.Down: case FightingGameInputCodeDir.DownForward: notation = InputNotation._2D; break; default: notation = InputNotation._5D; break; } break; } return(notation); }
public void ChooseAttack(CharacterStates.BaseState currState, CharacterProperties.Attack currAttack, FightingGameInputCodeBut button, FightingGameInputCodeDir direction = FightingGameInputCodeDir.None) { InputNotation notation = SelectInputNotation(button, direction); List <CharacterProperties.Attack> attackCandidates = charData.SelectAttacks(GetOrientation(), GetGroundRelation(), notation); CharacterProperties.Attack attack = charData.ChooseAttackFromSelectability(attackCandidates, currState, currAttack); if (attack != null) { attackState.SetActiveAttack(attack); } }
private static void FindSingleButtonPress(bool butAPrev, bool butBPrev, bool butCPrev, bool butDPrev, bool butSPrev, GameInputStruct curr, FightingGameInputCodeBut ignoreBut, Action <FightingGameInputCodeBut> callback) { if (ignoreBut != FightingGameInputCodeBut.A && !butAPrev && curr.butA) { callback.Invoke(FightingGameInputCodeBut.A); } if (ignoreBut != FightingGameInputCodeBut.B && !butBPrev && curr.butB) { callback.Invoke(FightingGameInputCodeBut.B); } if (ignoreBut != FightingGameInputCodeBut.C && !butCPrev && curr.butC) { callback.Invoke(FightingGameInputCodeBut.C); } if (ignoreBut != FightingGameInputCodeBut.D && !butDPrev && curr.butD) { callback.Invoke(FightingGameInputCodeBut.D); } if (ignoreBut != FightingGameInputCodeBut.S && !butSPrev && curr.butS) { callback.Invoke(FightingGameInputCodeBut.S); } }
private static void FindSingleButtonRelease(bool butAPrev, bool butBPrev, bool butCPrev, bool butDPrev, bool butSPrev, GameInputStruct curr, FightingGameInputCodeBut ignoreBut, Action <FightingGameInputCodeBut> callback) { FindSingleButtonPress(!butAPrev, !butBPrev, !butCPrev, !butDPrev, !butSPrev, !curr, ignoreBut, callback); }
private void SetButtonBit(bool setTrue, FightingGameInputCodeBut bitMask) { buttonInputCode = buttonInputCode & ~((int)bitMask) | (setTrue ? (int)bitMask : 0); }