public override void ProcessInput(PlayerController.InputState input, float value) { base.ProcessInput(input, value); switch (input) { case PlayerController.InputState.MoveRelease: hasPressed = false; break; case PlayerController.InputState.Roll: if (!hasPressed) { Context.rollDir = value; TransitionTo <TechRollStartup>(); } break; case PlayerController.InputState.GetUp: if (!hasPressed) { TransitionTo <TechUp>(); } break; } }
public override void ProcessInput(PlayerController.InputState input, float value) { base.ProcessInput(input, value); switch (input) { case PlayerController.InputState.Walk: EventManager.Instance.Fire(new TranslatePos(value, Context.MoveSpeed * Context.stopTime, Context.PlayerIndex)); break; case PlayerController.InputState.EndWalk: TransitionTo <Idle>(); break; case PlayerController.InputState.Strike: TransitionTo <StrikeStartup>(); break; case PlayerController.InputState.Grab: TransitionTo <GrabStartup>(); break; case PlayerController.InputState.Block: TransitionTo <BlockStartup>(); break; } }
public override void ProcessInput(PlayerController.InputState input, float value) { base.ProcessInput(input, value); switch (input) { case PlayerController.InputState.EndBlock: Context.isBlocking = false; break; } }
public override void ProcessInput(PlayerController.InputState input, float value) { base.ProcessInput(input, value); switch (input) { case PlayerController.InputState.Confirm: EventManager.Instance.Fire(new Rematch()); break; } }
public override void ProcessInput(PlayerController.InputState input, float value) { base.ProcessInput(input, value); switch (input) { case PlayerController.InputState.Roll: Context.rollDir = value; TransitionTo <RollStartup>(); break; case PlayerController.InputState.GetUp: TransitionTo <GetUp>(); break; } }
public override void ProcessInput(PlayerController.InputState input, float value) { base.ProcessInput(input, value); switch (input) { case PlayerController.InputState.Strike: bufferState = input; break; case PlayerController.InputState.Grab: bufferState = input; break; case PlayerController.InputState.Block: bufferState = input; break; } }
public ProcessInput(PlayerController.InputState newInput, float value, int playerIndex) { NewInput = newInput; Value = value; PlayerIndex = playerIndex; }
public ProcessInput(PlayerController.InputState newInput, int playerIndex) { NewInput = newInput; PlayerIndex = playerIndex; }
//Process our input with optional value public virtual void ProcessInput(PlayerController.InputState input, float value) { }