예제 #1
0
 void Start ()
 {
     level = GameObject.Find("LevelManager").GetComponent<Level>();
     Invoke("ReproduceFollowers", reproductionRate);
     playerInput = GameObject.FindGameObjectWithTag("GameController").GetComponent<PlayerInputManager>();
     Renderer r = GetComponent<Renderer>();
     if(r)
     {
         Material m = r.material;
         m.color = god.tint;
         r.material = m;
     }
     else
     {
         Debug.Log("SHITSHITSHIT");
     }
 }
예제 #2
0
 // Start is called before the first frame update
 void Start()
 {
     pd  = GameObject.Find("PenguinNoize").GetComponent <PlayableDirector>();
     pim = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInputManager>();
 }
예제 #3
0
 //public MonkScript PREFAB_MONK_SCRIPT;
 // Use this for initialization
 private void Awake()
 {
     ME = this;
     DontDestroyOnLoad(this.gameObject);
 }
예제 #4
0
    public IEnumerator LevelUpdate()
    {
        while (GameManager.Instance.CurrentState() == StateType.PLAYING || GameManager.Instance.CurrentState() == StateType.GAMEOVER)
        {
            switch (State)
            {
            case LevelState.FIRSTLOAD:
            {
                for (int i = 0; i < GameManager.Instance.blackboard.players; i++)
                {
                    _Inputs.Add(GameManager.Instance.blackboard.GetPlayerDataWithId(i).inputsHandler);
                }
                State = LevelState.SEEDING;
                break;
            }

            case LevelState.SEEDING:
            {
                int levelId = (int)Random.Range(0, _PrefabTerrains.Length);
                if (levelId != _LastLevelId)
                {
                    _LastLevelId = levelId;
                    State        = LevelState.LOADINGDATA;
                }
                break;
            }

            case LevelState.LOADINGDATA:
            {
                Blocks   = new List <BlockController>();
                _Terrain = Instantiate(_PrefabTerrains[_LastLevelId]);

                CurrentData = _Terrain.GetComponent <LevelData>();
                _MatBlock.SetColor("_BaseColor", Color.black);
                _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor);

                if (_Terrain.transform.Find("Blocks"))
                {
                    Blocks.AddRange(_Terrain.transform.Find("Blocks").GetComponentsInChildren <BlockController>());
                    Blocks.Shuffle();
                }

                _Bullets = new GameObject("Bullets");
                GameManager.Instance.blackboard.BulletContainer = _Bullets.transform;

                _Players            = new List <GameObject>();
                _playerInputManager = GetComponent <PlayerInputManager>();
                _PlayerSpawners     = _Terrain.GetComponentsInChildren <PlayerSpawner>();

                State = LevelState.UPDATINGBACKGROUND;
                break;
            }

            case LevelState.UPDATINGBACKGROUND:
            {
                Gradient           meshCurrentGradient = _Background.GetComponent <MeshGenerator>()._lineGradient;
                GradientColorKey[] bgck = CurrentData._BackgroundGradient.colorKeys;
                int nextNumKeys         = bgck.Length;

                GradientColorKey[] gck = new GradientColorKey[nextNumKeys];
                GradientAlphaKey[] gak = meshCurrentGradient.alphaKeys;

                AudioPeer.main.SetMatColor(CurrentData._BarsMainColor, CurrentData._BarsSecondColor);

                for (int i = 0; i < nextNumKeys; i++)
                {
                    gck[i] = new GradientColorKey(meshCurrentGradient.Evaluate(bgck[i].time), bgck[i].time);
                    yield return(null);
                }

                meshCurrentGradient.SetKeys(gck, gak);

                while (gck[0].color != bgck[0].color)
                {
                    for (int i = 0; i < nextNumKeys; i++)
                    {
                        Color mcg = gck[i].color;
                        mcg    = Color.Lerp(mcg, bgck[i].color, Time.deltaTime * 35f);
                        gck[i] = new GradientColorKey(mcg, gck[i].time);
                        yield return(null);
                    }
                    meshCurrentGradient.SetKeys(gck, gak);
                    _Background.GetComponent <MeshGenerator>().SetGradient(meshCurrentGradient);
                    yield return(new WaitForSeconds(secondsBetweenBlock * 0.5f));
                }
                _Background.GetComponent <MeshGenerator>().SetGradient(CurrentData._BackgroundGradient);

                State = LevelState.LOADINGLEVEL;
                break;
            }

            case LevelState.LOADINGLEVEL:
            {
                foreach (BlockController bc in Blocks)
                {
                    bc.Move();
                    yield return(new WaitForSeconds(secondsBetweenBlock));
                }

                while (Blocks[Blocks.Count - 1].HasToMove || Blocks[Blocks.Count - 1].IsOut)
                {
                    yield return(null);
                }

                State = LevelState.LOADINGPLAYERS;
                break;
            }

            case LevelState.LOADINGPLAYERS:
            {
                Color tempColor = Color.black;
                while (tempColor != CurrentData._ScenaryColor)
                {
                    tempColor = Color.Lerp(tempColor, CurrentData._ScenaryColor, Time.deltaTime * 10f);
                    _MatBeat.SetColor("_EmissionColor", tempColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer));
                    yield return(null);
                }

                int startPlayerSpawner = Random.Range(0, _PlayerSpawners.Length - 1);

                GameObject go;
                for (int i = 0; i < GameManager.Instance.blackboard.players; i++)
                {
                    go = Instantiate(_PrefabPlayer);

                    go.transform.position = _PlayerSpawners[startPlayerSpawner].GetPosition();
                    startPlayerSpawner++;
                    if (startPlayerSpawner >= _PlayerSpawners.Length)
                    {
                        startPlayerSpawner = 0;
                    }
                    PlayerController pc = go.GetComponent <PlayerController>();
                    pc.Create(i, _Inputs[i]);
                    _Players.Add(go);

                    yield return(null);
                }

                State = LevelState.PLAYING;
                break;
            }

            case LevelState.PLAYING:
            {
                _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer));

                int dead = 0;
                foreach (GameObject pl in _Players)
                {
                    PlayerController pc = pl.GetComponent <PlayerController>();
                    if (pc.IsDead)
                    {
                        dead++;
                    }

                    if (Reset && !pc.IsDead)
                    {
                        _UI.AddPoint(pc.Idx);
                        break;
                    }
                    yield return(null);
                }

                if (Reset)
                {
                    Reset = false;
                    dead  = 0;
                    State = LevelState.REMOVINGLEVEL;
                }

                if (_Players.Count - 1 <= dead)
                {
                    Reset = true;
                }
                break;
            }

            case LevelState.REMOVINGLEVEL:
            {
                foreach (GameObject go in _Players)
                {
                    go.SetActive(false);
                }

                for (int i = 0; i < Blocks.Count; i++)
                {
                    Blocks[i].Move();
                    yield return(new WaitForSeconds(secondsBetweenBlock));
                }

                while (Blocks[Blocks.Count - 1].transform.position.y > -3f)
                {
                    yield return(null);
                }

                Debug.Log("Level Out");

                State = LevelState.RESETINGLEVEL;
                break;
            }

            case LevelState.RESETINGLEVEL:
            {
                Debug.Log("Destroying Level");
                foreach (GameObject go in _Players)
                {
                    Destroy(go);
                }
                if (_Terrain)
                {
                    Destroy(_Terrain);
                }
                if (_Bullets)
                {
                    Destroy(_Bullets);
                }
                Blocks.Clear();
                State = LevelState.SEEDING;
                break;
            }

            case LevelState.ENDGAME:
            {
                while (GameManager.Instance.TimeScale > SlowmoMinScale)
                {
                    GameManager.Instance.TimeScale -= Time.deltaTime * SlowmoMultiplier;
                    yield return(null);
                }

                GameManager.Instance.TimeScale = SlowmoMinScale;

                Material winnerBg = _UIWinner.transform.Find("Background").GetComponent <UnityEngine.UI.Image>().material;
                float    blurVal  = 0;
                winnerBg.SetFloat("_BlurValue", blurVal);
                _UIWinner.transform.Find("Background").gameObject.SetActive(true);

                while (winnerBg.GetFloat("_BlurValue") < 0.002f)
                {
                    blurVal += Time.deltaTime * 0.025f;
                    winnerBg.SetFloat("_BlurValue", blurVal);
                    yield return(null);
                }

                winnerBg.SetFloat("_BlurValue", 0.002f);
                int    winningPl    = GameManager.Instance.blackboard.WinningPlayer;
                string playerWinner = "PLAYER " + (winningPl + 1) + " WINS";
                if (GameManager.Instance.blackboard.RoundNumber <= 1 || winningPl < 0)
                {
                    playerWinner = "NO ONE WINS";
                }

                _UIWinner.transform.Find("Winner").GetComponent <UnityEngine.UI.Text>().text = playerWinner;
                _UIWinner.transform.Find("Winner").gameObject.SetActive(true);

                yield return(new WaitForSeconds(2.5f * SlowmoMinScale));

                while (!Input.anyKey)
                {
                    yield return(null);
                }

                GameManager.Instance.CurrentState(StateType.MENU);
                break;
            }

            case LevelState.WAITING:
            {
                break;
            }
            }

            yield return(null);
        }
        yield return(null);
    }
예제 #5
0
 // Start is called before the first frame update
 void Start()
 {
     inputManager = GetComponent <PlayerInputManager>();
     inputManager.playerPrefab.transform.position = playerOneSpawn.transform.position;
 }
예제 #6
0
 // Start is called before the first frame update
 void Start()
 {
     pim = GetComponent <PlayerInputManager>();
 }
예제 #7
0
 public override HitRenderer CreateHitRendererWith(Beatmap beatmap, PlayerInputManager input = null) => new OsuHitRenderer
 {
     Beatmap      = beatmap,
     InputManager = input
 };
예제 #8
0
 public static bool ValidInput(this PlayerInputManager.InputPair pair, PlayerInputManager.InputTypes inputType)
 {
     return (inputType == pair.inputType);
 }
예제 #9
0
    private void Update()
    {
        if (dashBoosted && attackBoosted && shieldBoosted)
        {
            multiplyRate = 3;
        }
        else if ((dashBoosted && attackBoosted) || (dashBoosted && shieldBoosted) || (attackBoosted && shieldBoosted))
        {
            multiplyRate = 2;
        }
        else
        {
            multiplyRate = 1;
        }

        shieldSlider.value -= emptyingRate * multiplyRate * Time.timeScale;
        damageSlider.value -= emptyingRate * multiplyRate * Time.timeScale;
        dashSlider.value   -= emptyingRate * multiplyRate * Time.timeScale;

        #region Boost Shield
        if (PlayerInputManager.PowerShield() && !buttonPressed && coreCount > 0)
        {
            shieldEffectParticles.Play();
            buttonPressed = true;
            shieldParticles.Play();

            FindObjectOfType <Script_ArmorBar>().fullShield();
            FindObjectOfType <Script_CArmorBar>().fullShield();

            coreCount--;
            shieldBoosted = true;
            shieldSlider.gameObject.SetActive(true);

            GetComponent <PlayerSoundManager>().PlayClip(4);
        }

        if (boostedArmor.GetComponent <Slider>().value == 0 && shieldBoosted)
        {
            shieldBoosted = !shieldBoosted;
            shieldParticles.Stop();
            GetComponent <PlayerSoundManager>().PlayClip(5);
        }

        if (shieldBoosted)
        {
            GameObject.Find("Shield_Couldown_Bar").GetComponent <Slider>().value = GameObject.Find("Shield_Couldown_Bar").GetComponent <Slider>().value - (emptyingRate * Time.timeScale * multiplyRate);
        }
        #endregion

        #region Boost Damage
        if (PlayerInputManager.PowerWeapon() && !buttonPressed && coreCount > 0 && !attackBoosted)
        {
            damageEffectParticles.Play();
            buttonPressed = true;
            coreCount--;

            transform.GetChild(4).gameObject.SetActive(false);
            damageSlider.gameObject.SetActive(true);
            laserBeamParticles.Play();

            ParticleSystem.MainModule mainLaserParticles = laserParticles.main;
            mainLaserParticles.simulationSpeed = 100f;

            attackBoosted = true;

            GetComponent <PlayerSoundManager>().PlayClip(7);
            StartCoroutine(PoweringUp());
        }

        if (attackBoosted)
        {
            transform.GetChild(2).gameObject.SetActive(true);
        }


        #endregion

        #region Boost Move
        if (PlayerInputManager.PowerDash() && !buttonPressed && coreCount > 0)
        {
            dashEffectParticle.Play();
            buttonPressed = true;
            GetComponent <CharacterMovement>().dashCount = 3;
            dashCountSlider.value = 3;
            coreCount--;

            transform.GetChild(4).gameObject.SetActive(false);

            dashSlider.gameObject.SetActive(true);

            dashBoosted = true;
            GetComponent <PlayerSoundManager>().PlayClip(6);
        }

        if (dashCountSlider.value < 1)
        {
            dashCountSlider.value += dashReload;
            if (dashBoosted)
            {
                dashBoosted = !dashBoosted;
            }
        }
        else if (dashCountSlider.value > 1 && !dashBoosted)
        {
            dashCountSlider.value = 1;
            GetComponent <CharacterMovement>().dashCount = 1;
        }

        if (dashBoosted)
        {
            transform.GetChild(3).gameObject.SetActive(true);
        }
        #endregion

        UpdateCoreText();
    }
예제 #10
0
    public IEnumerator LevelUpdate()
    {
        while (GameManager.Instance.CurrentState() == StateType.PRACTICE || GameManager.Instance.CurrentState() == StateType.ENDPRACTICE)
        {
            switch (State)
            {
            case LevelState.FIRSTLOAD:
            {
                for (int i = 0; i < GameManager.Instance.blackboard.players; i++)
                {
                    InputsHandler ih = default;
                    if (i == 0)
                    {
                        ih = PlayerInput.Instantiate(_PrefabInputPlayer, controlScheme: "WASD", pairWithDevice: Keyboard.current).transform.GetComponent <InputsHandler>();
                    }
                    else if (i == 1)
                    {
                        ih = PlayerInput.Instantiate(_PrefabInputPlayer, controlScheme: "Arrows", pairWithDevice: Keyboard.current).transform.GetComponent <InputsHandler>();
                    }
                    _Inputs.Add(ih);
                }
                State = LevelState.LOADINGDATA;
                break;
            }

            case LevelState.LOADINGDATA:
            {
                Blocks   = new List <BlockController>();
                _Terrain = Instantiate(_PrefabTerrain);

                CurrentData = _Terrain.GetComponent <LevelData>();
                _MatBlock.SetColor("_BaseColor", Color.black);
                _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor);

                if (_Terrain.transform.Find("Blocks"))
                {
                    Blocks.AddRange(_Terrain.transform.Find("Blocks").GetComponentsInChildren <BlockController>());
                    Blocks.Shuffle();
                }

                _Bullets = new GameObject("Bullets");
                GameManager.Instance.blackboard.BulletContainer = _Bullets.transform;
                _Players            = new List <GameObject>();
                _playerInputManager = GetComponent <PlayerInputManager>();

                _PlayerSpawner = _Terrain.GetComponentsInChildren <PlayerSpawner>();
                _BotSpawners   = _Terrain.GetComponentsInChildren <BotSpawner>();

                State = LevelState.UPDATINGBACKGROUND;
                break;
            }

            case LevelState.UPDATINGBACKGROUND:
            {
                Gradient           meshCurrentGradient = _Background.GetComponent <MeshGenerator>()._lineGradient;
                GradientColorKey[] bgck = CurrentData._BackgroundGradient.colorKeys;
                int nextNumKeys         = bgck.Length;

                GradientColorKey[] gck = new GradientColorKey[nextNumKeys];
                GradientAlphaKey[] gak = meshCurrentGradient.alphaKeys;

                FindObjectsOfType <AudioPeer>()[0].SetMatColor(CurrentData._BarsMainColor, CurrentData._BarsSecondColor);

                for (int i = 0; i < nextNumKeys; i++)
                {
                    gck[i] = new GradientColorKey(meshCurrentGradient.Evaluate(bgck[i].time), bgck[i].time);
                    yield return(null);
                }

                meshCurrentGradient.SetKeys(gck, gak);

                while (gck[0].color != bgck[0].color)
                {
                    for (int i = 0; i < nextNumKeys; i++)
                    {
                        Color mcg = gck[i].color;
                        mcg    = Color.Lerp(mcg, bgck[i].color, Time.deltaTime * 35f);
                        gck[i] = new GradientColorKey(mcg, gck[i].time);
                        yield return(null);
                    }

                    meshCurrentGradient.SetKeys(gck, gak);

                    _Background.GetComponent <MeshGenerator>().SetGradient(meshCurrentGradient);

                    yield return(new WaitForSeconds(secondsBetweenBlock * 0.5f));
                }
                _Background.GetComponent <MeshGenerator>().SetGradient(CurrentData._BackgroundGradient);
                State = LevelState.LOADINGLEVEL;
                break;
            }

            case LevelState.LOADINGLEVEL:
            {
                foreach (BlockController bc in Blocks)
                {
                    bc.Move();
                    yield return(new WaitForSeconds(secondsBetweenBlock));
                }

                while (Blocks[Blocks.Count - 1].HasToMove || Blocks[Blocks.Count - 1].IsOut)
                {
                    yield return(null);
                }

                State = LevelState.LOADINGPLAYERS;
                break;
            }

            case LevelState.LOADINGPLAYERS:
            {
                Color tempColor = Color.black;
                while (tempColor != CurrentData._ScenaryColor)
                {
                    tempColor = Color.Lerp(tempColor, CurrentData._ScenaryColor, Time.deltaTime * 10f);
                    _MatBeat.SetColor("_EmissionColor", tempColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer));
                    yield return(null);
                }
                int startPlayerSpawner = Random.Range(0, _PlayerSpawner.Length - 1);

                GameObject go = Instantiate(_PrefabPlayer);
                go.transform.position = _PlayerSpawner[startPlayerSpawner].GetPosition();
                PlayerController pc = go.GetComponent <PlayerController>();
                pc.Create(0, _Inputs[0]);
                _Players.Add(go);

                State = LevelState.PLAYING;
                break;
            }

            case LevelState.PLAYING:
            {
                _MatBeat.SetColor("_EmissionColor", CurrentData._ScenaryColor * Mathf.Pow(2f, AudioPeer._AmplitudeBuffer));

                foreach (GameObject pl in _Players)
                {
                    if (pl.GetComponent <PlayerController>())
                    {
                        PlayerController pc = pl.GetComponent <PlayerController>();
                        if (pc.IsDead)
                        {
                            _Players.Remove(pl);
                            Destroy(pl);
                            _UI.RemPoint(0);
                            Reset = true;
                            break;
                        }
                    }
                    yield return(null);
                }

                if (Reset)
                {
                    Reset = false;
                    State = LevelState.LOADINGPLAYERS;
                }

                break;
            }

            case LevelState.REMOVINGLEVEL:
            {
                foreach (GameObject go in _Players)
                {
                    go.SetActive(false);
                }

                for (int i = 0; i < Blocks.Count; i++)
                {
                    Blocks[i].Move();
                    yield return(new WaitForSeconds(secondsBetweenBlock));
                }

                while (Blocks[Blocks.Count - 1].transform.position.y > -3f)
                {
                    yield return(null);
                }

                State = LevelState.RESETINGLEVEL;
                break;
            }

            case LevelState.RESETINGLEVEL:
            {
                foreach (GameObject go in _Players)
                {
                    Destroy(go);
                }
                if (_Terrain)
                {
                    Destroy(_Terrain);
                }
                if (_Bullets)
                {
                    Destroy(_Bullets);
                }
                Blocks.Clear();
                State = LevelState.SEEDING;
                break;
            }

            case LevelState.ENDGAME:
            {
                while (GameManager.Instance.TimeScale > SlowmoMinScale)
                {
                    GameManager.Instance.TimeScale -= Time.deltaTime * SlowmoMultiplier;
                    yield return(null);
                }

                GameManager.Instance.TimeScale = SlowmoMinScale;

                Material winnerBg = _UIEnd.transform.Find("Background").GetComponent <UnityEngine.UI.Image>().material;
                float    blurVal  = 0;
                winnerBg.SetFloat("_BlurValue", blurVal);
                _UIEnd.transform.Find("Background").gameObject.SetActive(true);

                while (winnerBg.GetFloat("_BlurValue") < 0.002f)
                {
                    blurVal += Time.deltaTime * 0.025f;
                    winnerBg.SetFloat("_BlurValue", blurVal);
                    yield return(null);
                }

                winnerBg.SetFloat("_BlurValue", 0.002f);

                string playerWinner = "YOU GOT " + GameManager.Instance.blackboard.Player1Score + " POINT/S\n IN " + GameManager.Instance.blackboard.timerPractice + " SECONDS";
                _UIEnd.transform.Find("Winner").GetComponent <UnityEngine.UI.Text>().text = playerWinner;
                _UIEnd.transform.Find("Winner").gameObject.SetActive(true);

                yield return(new WaitForSeconds(2.5f * SlowmoMinScale));

                while (!Input.anyKey)
                {
                    yield return(null);
                }

                GameManager.Instance.CurrentState(StateType.MENU);
                break;
            }

            case LevelState.WAITING:
            {
                break;
            }
            }

            yield return(null);
        }
        yield return(null);
    }
예제 #11
0
 void Awake()
 {
     pim     = GetComponent <PlayerInputManager>();
     players = new List <Player>();
 }
예제 #12
0
 void Awake()
 {
     animator           = GetComponentInChildren <Animator> ();
     playerInputManager = GetComponent <PlayerInputManager> ();
     body = GetComponent <Rigidbody2D> ();
 }
 public override void Start()
 {
     base.Start();
     inputManager = FindObjectOfType <PlayerInputManager>();
 }
예제 #14
0
 // Use this for initialization
 void Start()
 {
     moveable     = GetComponent <PlayerMovement>();
     inputManager = GetComponent <PlayerInputManager>();
 }
예제 #15
0
 void Awake()
 {
     this.input = GetComponent<PlayerInputManager>();
 }
예제 #16
0
    private void Start()
    {
        healthBar = Resources.Load("WhiteSquare") as Texture;
        stats = GetComponent<PlayerStats>();
        inputManager = GetComponent<PlayerInputManager>();
        controller = GetComponent<ThirdPersonController>();

        elements["HealthBackground"] = Resources.Load("GUI/HealthBackground") as Texture2D;
        elements["HealthForeground"] = Resources.Load("GUI/HealthActive") as Texture2D;
        elements["ManaBackground"] = Resources.Load("GUI/ManaBackground") as Texture2D;
        elements["ManaForeground"] = Resources.Load("GUI/ManaActive") as Texture2D;
        elements["StaminaBackground"] = Resources.Load("GUI/StamBackground") as Texture2D;
        elements["StaminaForeground"] = Resources.Load("GUI/StamActive") as Texture2D;

        elements["ActionSocketBezel"] = Resources.Load("GUI/ActionSocketBezel") as Texture2D;
        elements["ActionBackground"] = Resources.Load("GUI/ActionBackground") as Texture2D;

        elements["CastRed"] = Resources.Load("SpellIcons/CastRed") as Texture2D;
        elements["OneHandedRed"] = Resources.Load("GUI/OneHandedRed") as Texture2D;

        elements["SpellcastForeground"] = Resources.Load("GUI/SpellcastForeground") as Texture2D;

        elements["Button"] = Resources.Load("GUI/Button") as Texture2D;
        elements["Gold"] = Resources.Load("GUI/STOLEN_GoldCoin") as Texture2D;

        StartCoroutine(LoadNetworkRequiredComponents());

        skin = Util.ISEGUISkin;
    }
예제 #17
0
 public PlayerInputManager()
 {
     Instance = this;
 }
예제 #18
0
    // Update is called once per frame
    public virtual void Update()
    {
        // ジャミング状態なら返す
        if (m_IsJamming)
        {
            return;
        }

        // デルタタイムの取得
        float time = Time.deltaTime;

        // 命令の実行
        for (int i = 0; i != m_OrderNumbers.Count; ++i)
        {
            m_Orders[m_OrderNumbers[i]][m_OrderStatus[m_OrderNumbers[i]]].Action(time, gameObject);
        }

        // 命令(仮) 音声認識でプレイヤーから命令してもらう
        if (m_IsDebug)
        {
            // OKボタンが押されたら、移動命令を行う
            if (PlayerInputManager.GetInputDown(InputState.INPUT_OK))
            {
                ChangeOrder(OrderStatus.MOVE);
            }
            if (PlayerInputManager.GetInputDown(InputState.INPUT_CANCEL))
            {
                ChangeOrder(OrderStatus.ALLSTOP);
            }

            if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_LEFT))
            {
                ChangeOrder(OrderStatus.TURN, OrderDirection.LEFT);
            }
            if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_RIGHT))
            {
                ChangeOrder(OrderStatus.TURN, OrderDirection.RIGHT);
            }
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_LEFT)) ChangeOrder(OrderStatus.TURN, OrderDirection.LEFT);
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_TRIGGER_RIGHT)) ChangeOrder(OrderStatus.TURN, OrderDirection.RIGHT);

            //// 持ち上げサンプル
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.LOOK, OrderDirection.UP);
            if (PlayerInputManager.GetInputDown(InputState.INPUT_X))
            {
                ChangeOrder(OrderStatus.LIFT);
            }
            if (PlayerInputManager.GetInputDown(InputState.INPUT_Y))
            {
                ChangeOrder(OrderStatus.LIFT_UP);
            }
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.LIFT_UP);
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.ATTACK_MOW_DOWN);
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.PULL_OUT);
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.TAKE_DOWN);
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) stopOrder(OrderStatus.ATTACK_HIGH);

            // 攻撃サンプル
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.MOVE, OrderDirection.RIGHT);
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_X)) ChangeOrder(OrderStatus.ATTACK_HIGH);
            //if (PlayerInputManager.GetInputDown(InputState.INPUT_Y)) ChangeOrder(OrderStatus.ATTACK_LOW);
        }


        switch (m_OrderDir)
        {
        case OrderDirection.UP: m_LookObject.transform.localPosition = Vector3.up; break;

        case OrderDirection.DOWN: m_LookObject.transform.localPosition = Vector3.down; break;

        case OrderDirection.FORWARD: m_LookObject.transform.localPosition = Vector3.zero; break;

        case OrderDirection.BACKWARD: m_LookObject.transform.localPosition = -Vector3.forward; break;

        case OrderDirection.LEFT: m_LookObject.transform.localPosition = Vector3.left; break;

        case OrderDirection.RIGHT: m_LookObject.transform.localPosition = Vector3.right; break;
        }
        //if (m_OrderDir == OrderDirection.UP) m_LookObject.transform.localPosition = Vector3.up;
        //else if (m_OrderDir == OrderDirection.DOWN) m_LookObject.transform.localPosition = Vector3.down;
        //else if (m_OrderDir == OrderDirection.FORWARD) m_LookObject.transform.localPosition = Vector3.zero;
        //print(m_OrderDir.ToString());

        m_StateTimer += time;

        m_Rigidbody.velocity = new Vector3(0.0f, m_Rigidbody.velocity.y, 0.0f);

        // 一定時間命令がなかったら、寝そべる
        if (m_StateTimer >= 20.0f)
        {
        }

        // 接地していない場合は、重力加算
        if (!m_IsGround)
        {
            //this.transform.position += Vector3.down * 9.8f * time;
        }
    }
예제 #19
0
 void Awake()
 {
     _instance = this;
 }
예제 #20
0
 private void Awake()
 {
     playerInputManager = GetComponent <PlayerInputManager>();
     SetHost(transform.parent);
 }
예제 #21
0
 void OnLevelWasLoaded(int level)
 {
     if (level == 1) {
         player = GameObject.Find ("Player").GetComponent<PlayerInputManager> ();
         playerEntity = player.GetComponent<Entity>();
         player.PlayerID = myPlayerID;
         players[myPlayerID] = player;
         if (connected) {
             string hostString = "Host Code: ";
             for (var i=0; i<4; i++) {
                 hostString += hostCode[i];
             }
             GameObject.Find ("HostPanel").GetComponentInChildren<Text>().text = hostString;
         }
         confirmed = true;
     }
 }
예제 #22
0
 // Use this for initialization
 void Start()
 {
     PlayerInputManager.getins().But1Down += Sprint;
 }
예제 #23
0
 protected virtual void InitPlayerInputManager()
 {
     PlayerInputManager = new PlayerInputManager();
 }
예제 #24
0
 public void Disable()
 {
     PlayerInputManager.GetAxisFromString(InputAxis).onKey       -= HorizontalPressed;
     PlayerInputManager.GetAxisFromString(InputLaunch).onKeyDown -= LaunchPressed;
     PlayerInputManager.GetAxisFromString(InputJump).onKeyDown   -= JumpPressed;
 }
예제 #25
0
 // Use this for initialization
 void Start()
 {
     inputManager = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerInputManager>();
 }
예제 #26
0
    void Start()
    {
        GameManager  manager      = FindObjectOfType <GameManager>();
        PlayerHealth playerHealth = FindObjectOfType <PlayerHealth>();

        //Transform playerTransform = null;
        int playerCount = 0;

        Debug.Log("LevelController::Start");

        GameObject playerOne = null, playerTwo = null;

        if (manager)
        {
            if (manager.playerOneActive)
            {
                playerOne = Instantiate(manager.GetPlayerOne());
                playerOne.transform.position = playerOneSpawnPoint.transform.position;
                playerOne.GetComponent <PlayerController>().SetPlayerNumber(1);
                playerCount++;
            }

            if (manager.playerTwoActive)
            {
                playerTwo = Instantiate(manager.GetPlayerTwo());
                playerTwo.GetComponent <PlayerController>().SetPlayerNumber(2);
                playerTwo.transform.position = playerTwoSpawnPoint.transform.position;
                playerCount++;
            }
        }

        CinemachineTargetGroup targetGroup = GetComponentInChildren <CinemachineTargetGroup>();

        if (targetGroup)
        {
            targetGroup.m_Targets = new CinemachineTargetGroup.Target[playerCount];
            for (int i = 0; i < playerCount; i++)
            {
                CinemachineTargetGroup.Target target;
                target.target            = i == 0 ? playerOne.transform : playerTwo.transform;
                target.weight            = 1.0f;
                target.radius            = 0.0f;
                targetGroup.m_Targets[i] = target;
            }
        }
        else
        {
            Debug.LogWarning("Cinemachine Target Group not configured correctly, get ready for a boring view");
        }

        PlayerInputManager inputManager    = FindObjectOfType <PlayerInputManager>();

        if (inputManager)
        {
            inputManager.Restart();
        }
        else
        {
            Debug.LogWarning("Couldn't find the input manager, get ready for a boring game!");
        }
    }
예제 #27
0
 private void Start()
 {
     playerInputManager = GetComponent <PlayerInputManager>();
     InputUser.listenForUnpairedDeviceActivity = 4;
     InputUser.onUnpairedDeviceUsed           += ListenForUnpairedDevices;
 }
예제 #28
0
 void Start()
 {
     playInputManager = new PlayerInputManager();
     playerinput      = new PlayerInput();
 }
예제 #29
0
 private void Awake()
 {
     playerInputManager = this;
 }
 void Awake()
 {
     playerInputManager = GetComponent <PlayerInputManager>();
 }
예제 #31
0
 // Start is called before the first frame update
 void Start()
 {
     instance      = this;
     inputManager  = GetComponent <PlayerInputManager>();
     gamepadInputs = new NewGamepadInput[inputManager.maxPlayerCount];
 }
예제 #32
0
 void Start()
 {
     playerInput = GameObject.FindGameObjectWithTag("GameController").GetComponent<PlayerInputManager>();
 }
예제 #33
0
 // Use this for initialization
 public virtual void Start()
 {
     inputManager = FindObjectOfType <PlayerInputManager>();
 }
예제 #34
0
	void Start()
	{
		this.axisNames = new PlayerInputManager ();
		this.axisNames.Init (playerNumber);
		transform.position = new Vector3 (0, 1.3f, 0);
	}
예제 #35
0
 public void Init(Transform character, Transform camera, PlayerInputManager playerInputManager)
 {
     m_CharacterTargetRot = character.localRotation;
     m_CameraTargetRot    = camera.localRotation;
     m_PlayerInputManager = playerInputManager;
 }
예제 #36
0
 void Awake()
 {
     inputList = new List<InputPair>();
     instance = this;
 }
예제 #37
0
 void Awake()
 {
     inputList = new List <InputPair>();
     instance  = this;
 }