/// <summary> /// Apply a key-up event to the game. /// </summary> /// <param name="key"><see cref="PlayKey"/> to apply.</param> public void KeyUp(PlayKey key) { switch (key) { // Rotate Left case PlayKey.Left: _leftPressed = false; break; // Rotate Right case PlayKey.Right: _rightPressed = false; break; // Thrust case PlayKey.Up: _upPressed = false; break; // Hyperspace - require key up before key down case PlayKey.Down: _hyperspaceLastPressed = false; break; // Shooting - require key up before key down case PlayKey.Space: _shootingLastPressed = false; break; // Pause - require key up before key down case PlayKey.P: _pauseLastPressed = false; break; } }
public void KeyUp(PlayKey key) { // Rotate Left if (key == PlayKey.Left) { _leftPressed = false; } // Rotate Right else if (key == PlayKey.Right) { _rightPressed = false; } // Thrust else if (key == PlayKey.Up) { _upPressed = false; } // Hyperspace - require key up before key down else if (key == PlayKey.Down) { _hyperspaceLastPressed = false; } // Shooting - require key up before key down else if (key == PlayKey.Space) { _shootingLastPressed = false; } // Pause - require key up before key down else if (key == PlayKey.P) { _pauseLastPressed = false; } // Color change - require key up before key down else if (key == PlayKey.C) { _colorChangeLastPressed = false; } }
/// <summary /// </summary> /// <param name="key">1.left1 2.left2 3.right1 4.right2</param> /// <returns></returns> public static Keys GetPlayKey(PlayKey key) { switch (Player.Mode) { case PlayModes.Osu: { if (key == PlayKey.Left1 || key == PlayKey.Left2) { return(BindingDictionary[Bindings.OsuLeft]); } else { return(BindingDictionary[Bindings.OsuRight]); } } break; case PlayModes.Taiko: { if (key == PlayKey.Left1) { return(BindingDictionary[Bindings.TaikoInnerLeft]); } else if (key == PlayKey.Left2) { return(BindingDictionary[Bindings.TaikoInnerRight]); } else if (key == PlayKey.Right1) { return(BindingDictionary[Bindings.TaikoOuterLeft]); } else if (key == PlayKey.Right2) { return(BindingDictionary[Bindings.TaikoOuterRight]); } } break; } return(Keys.None); }
public void InitEvent(UnityAction <int> SetMusicalInstrumentEvent, UnityAction <string, int> PlayToneEvent, UnityAction <string> StopToneEvent, UnityAction <List <PlayKey> > ChangeToneEvent) { #region Event this.changeToneEvent = ChangeToneEvent; int length = key.childCount; for (int i = 0; i < length; i++) { PlayKey play = key.GetChild(i).GetComponent <PlayKey>(); play.Init(PlayToneEvent, StopToneEvent); playKey.Add(play); } risingTune.Init(this.ChangeToneEvent); changeTune.Init(this.ChangeToneEvent); model.onValueChanged.AddListener(SetMusicalInstrumentEvent); model.value = -1; #endregion }
/// <summary> /// Processes a game-play key up. /// </summary> /// <param name="key"></param> public void KeyUp(PlayKey key) { _controller.KeyUp(key); }
/// <summary> /// Processes a game-play key down. /// </summary> /// <param name="key"></param> public void KeyDown(PlayKey key) { _controller.KeyDown(key); }
public void KeyDown(PlayKey key) { // Check escape key if (key == PlayKey.Escape) // Escape { // Escape during a title screen exits the game if (GameStatus == GameMode.Title) { GameStatus = GameMode.Exit; } // Escape in game goes back to Title Screen else if (GameStatus == GameMode.Game) { _scoreManager.CancelGame(); _currentTitle = new TitleScreen(_textManager, _screenCanvas); GameStatus = GameMode.Title; } } // Check O key if (key == PlayKey.O) // Options { // Pressing O during a title screen opens Options if (GameStatus == GameMode.Title) { GameStatus = GameMode.Options; } } // Check C key if (key == PlayKey.C) // ShipColorChange { // Pressing C in Options will change color if (GameStatus == GameMode.Options) { _options.shipColorChange(); } } // Escape in Options goes back to Title Screen if (key == PlayKey.Escape) { _currentTitle = new TitleScreen(_textManager, _screenCanvas); GameStatus = GameMode.Title; } else // Not Escape { // If we are in tht Title Screen, Start a game if (GameStatus == GameMode.Title) { _scoreManager.ResetGame(); _game = new Game(_scoreManager, _textManager, _screenCanvas); GameStatus = GameMode.Game; _leftPressed = false; _rightPressed = false; _upPressed = false; _hyperspaceLastPressed = false; _shootingLastPressed = false; _pauseLastPressed = false; } // Rotate Left else if (key == PlayKey.Left) { _leftPressed = true; } // Rotate Right else if (key == PlayKey.Right) { _rightPressed = true; } // Thrust else if (key == PlayKey.Up) { _upPressed = true; } // Hyperspace (can't be held down) else if (!_hyperspaceLastPressed && key == PlayKey.Down) { _hyperspaceLastPressed = true; _game.Hyperspace(); } // Shooting (can't be held down) else if (!_shootingLastPressed && key == PlayKey.Space) { _shootingLastPressed = true; _game.Shoot(); } // Color can't be held down) else if (!_colorChangeLastPressed && key == PlayKey.C) { _colorChangeLastPressed = true; _options.shipColorChange(); } // Pause can't be held down) else if (!_pauseLastPressed && key == PlayKey.P) { _pauseLastPressed = true; _game.Pause(); } } }
/// <summary> /// Apply a key-down event to the game. /// </summary> /// <param name="key"><see cref="PlayKey"/> to apply.</param> public void KeyDown(PlayKey key) { if (GameStatus == GameMode.Prep) { return; } // Check escape key if (key == PlayKey.Escape) // Escape { // Escape during a title screen exits the game if (GameStatus == GameMode.Title) { GameStatus = GameMode.Exit; } // Escape in game goes back to Title Screen else if (GameStatus == GameMode.Game) { _scoreManager.CancelGame(); _currentTitle = new TitleScreen(_textManager, _screenCanvas); GameStatus = GameMode.Title; } } else // Not Escape { // If we are in tht Title Screen, Start a game if (GameStatus == GameMode.Title) { _scoreManager.ResetGame(); _game = new Game(_scoreManager, _textManager, _screenCanvas); GameStatus = GameMode.Game; _leftPressed = false; _rightPressed = false; _upPressed = false; _hyperspaceLastPressed = false; _shootingLastPressed = false; _pauseLastPressed = false; } // Rotate Left else if (key == PlayKey.Left) { _leftPressed = true; } // Rotate Right else if (key == PlayKey.Right) { _rightPressed = true; } // Thrust else if (key == PlayKey.Up) { _upPressed = true; } // Hyperspace (can't be held down) else if (!_hyperspaceLastPressed && key == PlayKey.Down) { _hyperspaceLastPressed = true; _game.Hyperspace(); } // Shooting (can't be held down) else if (!_shootingLastPressed && key == PlayKey.Space) { _shootingLastPressed = true; _game.Shoot(); } // Pause can't be held down) else if (!_pauseLastPressed && key == PlayKey.P) { _pauseLastPressed = true; _game.Pause(); } } }
/// <summary> /// Apply a key-down event to the game. /// </summary> /// <param name="key"><see cref="PlayKey"/> to apply.</param> public void KeyDown(PlayKey key) { if (GameStatus == GameMode.Prep) { return; } // Check escape key if (key == PlayKey.Escape) // Escape { // Escape during a title screen exits the game if (GameStatus == GameMode.Title) { GameStatus = GameMode.Exit; } // Escape in game goes back to Title Screen else if (GameStatus == GameMode.Game) { _scoreManager.CancelGame(); _currentTitle = new TitleScreen(_textManager, _screenCanvas); GameStatus = GameMode.Title; } return; } // If we are in tht Title Screen, Start a game if (GameStatus == GameMode.Title) { _scoreManager.ResetGame(); _game = new Game(_scoreManager, _textManager, _screenCanvas); GameStatus = GameMode.Game; _leftPressed = false; _rightPressed = false; _upPressed = false; _hyperspaceLastPressed = false; _shootingLastPressed = false; _pauseLastPressed = false; return; } switch (key) { case PlayKey.One: CurrentWeapon = Weapon.Laser; break; case PlayKey.Two: CurrentWeapon = Weapon.Rocket; break; // Rotate Left case PlayKey.Left: _leftPressed = true; break; // Rotate Right case PlayKey.Right: _rightPressed = true; break; // Thrust case PlayKey.Up: _upPressed = true; break; // Hyperspace (can't be held down) case PlayKey.Down when !_hyperspaceLastPressed: _hyperspaceLastPressed = true; _game.Hyperspace(); break; // Shooting (can't be held down) case PlayKey.Space when !_shootingLastPressed: _shootingLastPressed = true; _game.Shoot(CurrentWeapon); break; // Shooting (can't be held down) case PlayKey.P when !_pauseLastPressed: _pauseLastPressed = true; _game.Pause(); break; } }