// Update is called once per frame void Update() { if (Sinput.GetButtonDownRepeating("Up")) { //highlight item above currentMenuItem.highlighted = false; currentMenuItem = currentMenuItem.itemAbove; currentMenuItem.highlighted = true; } if (Sinput.GetButtonDownRepeating("Down")) { //highlight item below currentMenuItem.highlighted = false; currentMenuItem = currentMenuItem.itemBelow; currentMenuItem.highlighted = true; } if (Sinput.GetButtonDown("Submit")) { //select this item currentMenuItem.Select(); Sinput.ResetInputs(); } cam.position = Vector3.Lerp(cam.position, currentMenuItem.camTargetPos.position, Time.deltaTime * 4f); cam.rotation = Quaternion.Slerp(cam.rotation, currentMenuItem.camTargetPos.rotation, Time.deltaTime * 4f); cursor.position = currentMenuItem.cursorTarget.position; }
public override void Process() { bool usedEvent = SendUpdateEventToSelectedObject(); m_InputDeviceSlot = (InputDeviceSlot)Enum.Parse(typeof(InputDeviceSlot), m_InputSlotter); if (eventSystem.sendNavigationEvents) { if (!usedEvent) { usedEvent |= SendMoveEventToSelectedObject(); } if (!usedEvent) { //SendSubmitEventToSelectedObject(); if (SendSubmitEventToSelectedObject()) { Sinput.ResetInputs(); } } } ProcessMouseEvent(); }
public override void Process() { bool usedEvent = SendUpdateEventToSelectedObject(); if (eventSystem.sendNavigationEvents) { if (!usedEvent) { usedEvent |= SendMoveEventToSelectedObject(); } if (!usedEvent) { //SendSubmitEventToSelectedObject(); if (SendSubmitEventToSelectedObject()) { Sinput.ResetInputs(); } } } ProcessMouseEvent(); }
// Update is called once per frame void Update() { SinputSystems.InputDeviceSlot slot = Sinput.GetSlotPress("Join"); if (slot != SinputSystems.InputDeviceSlot.any) { //a player has pressed join! //first we check if this player has already joined bool alreadyJoined = false; for (int i = 0; i < players.Count; i++) { if (players[i].playerSlot == slot) { alreadyJoined = true; //lets assume this player is trying to unjoin, and remove them :) Destroy(players[i].gameObject); players.RemoveAt(i); i--; } } if (!alreadyJoined) { //this is a new player looking to join, so lets let them! GameObject newPlayer = (GameObject)GameObject.Instantiate(playerPrefab); newPlayer.transform.position = new Vector3(Random.Range(-4f, 4f), 3f, Random.Range(-4f, 4f)); newPlayer.GetComponent <ShootyPlayer>().playerSlot = slot; players.Add(newPlayer.GetComponent <ShootyPlayer>()); //lets prevent any new inputs from this slot for a few frames //This isn't necessary, but will prevent people accidentally pressing join twice quickly :) Sinput.ResetInputs(slot); } } }