bool TryPunch() { if (!hasObject) { if (XCI.GetButtonDown(XboxButton.X, playerNumber)) { startRunParticle.Stop(); SetState(PlayerStates.Punch); punchingVO(); return(true); } } return(false); }
// MovePlayer () // Called whenever MovePlayer is called. // Return: // Void private void MovePlayer() { float axisX = XCI.GetAxis(XboxAxis.LeftStickX, controller); float axisZ = XCI.GetAxis(XboxAxis.LeftStickY, controller); Vector3 movement = new Vector3(axisX, 0, axisZ); rigidBody.AddForce(movement * movementSpeed); if (rigidBody.velocity.magnitude > maxSpeed) { rigidBody.velocity = rigidBody.velocity.normalized * maxSpeed; } }
public override void Update(XboxController controller) { // aim Vector3 aimDirection = Vector3.zero; if (XCI.GetAxisRaw(XboxAxis.RightStickX, controller) != 0 || XCI.GetAxisRaw(XboxAxis.RightStickY, controller) != 0) { aimDirection = new Vector3(XCI.GetAxisRaw(XboxAxis.RightStickX, controller), 0, XCI.GetAxisRaw(XboxAxis.RightStickY, controller)); } _characterController.Aim(aimDirection.normalized); base.Update(controller); }
private void Update() { if (bulletCount <= 0) { wPUP.DisablePowerUp(powerUpNum); } if (XCI.GetButtonDown(XboxButton.A, controller) && Time.time >= nextTimeToFire) { nextTimeToFire = Time.time + 1f / fireRate; Shoot(); } }
// Update is called once per frame void Update() { // Dev keyboard controls if (Input.GetKeyDown(KeyCode.Escape)) { ToggleObjects(); } // if the pause menu is active and the controller that paused it presses the start button if (m_active && XCI.GetButtonDown(XboxButton.Start, m_inputModule.m_controller)) { ToggleObjects(); m_inputModule.m_controller = XboxController.All; // set the current controller back to all } // for each controller for (int i = 1; i <= 4; i++) { // if the menu is not active if (!m_active) { // if any controller presses the start button if (XCI.GetButtonDown(XboxButton.Start, (XboxController)i)) { ToggleObjects(); m_inputModule.m_controller = (XboxController)i; // set the controller that has control of the pause menu to the one that pressed start } } } // if the pause menu is active if (m_active) { // if the user presses the back button if (XCI.GetButtonDown(XboxButton.B, m_inputModule.m_controller)) { // if the options menu is open if (m_optionOpen) { BackButton(); // return to the pause menu } else { ToggleObjects(); // deactivate the pause menu } } } m_toggledThisFrame = false; }
public void GetBButton(int playerNumber, bool playerTeam, UISprite aButtonCover, ref bool joined) { if (XCI.GetButtonDown(XboxButton.B, playerNumber)) { if (!playerTeam) { //PLAYS BUTTON PRESS DOWN SFX :) AudioController.Play("UI_ButtonPressDown"); aButtonCover.GetComponent <TweenColor>().enabled = true; aButtonCover.GetComponent <TweenColor>().PlayReverse(); joined = false; } } }
void InvertY() { if (XCI.GetButtonDown(XboxButton.Y)) { if (invertY == false) { invertY = true; } else { invertY = false; } } }
/// <summary> /// Checks if shoot inputs have been pressed / released. Sets the animator accordingly. /// </summary> void CheckInputs() { if (XCI.GetButtonDown(XboxButton.X, myController.GetID()) || Input.GetKeyDown(KeyCode.F)) { myController.SetCharging(true); strength = minStrength; // TODO: shot feints in pass } else if (XCI.GetButtonUp(XboxButton.X, myController.GetID()) || Input.GetKeyUp(KeyCode.F)) { myController.SetCharging(false); shoot = true; } }
public static bool GetAnyStartButtonDown() { if (XCI.GetNumPluggedCtrlrs() > 0) { for (int i = 0; i < XCI.GetNumPluggedCtrlrs(); ++i) { if (XCI.GetButtonDown(XboxButton.Start, i + 1)) { return(true); } } } return(Input.GetKeyDown("space") || Input.GetKeyDown("enter")); }
void Start() { playerController = GetComponent <PlayerController> (); if (playerNum > GameRoundManager.instance.numPlayers) { Destroy(gameObject); } else if (playerNum > XCI.GetNumPluggedCtrlrs()) { GetComponent <AIPlayer> ().enabled = true; GetComponent <Player> ().enabled = false; } //Debug.Log(XCI.GetNumPluggedCtrlrs() + " Xbox controllers plugged in."); }
//------------------------------------------------------------ // Function allows for the Striker to rotate //------------------------------------------------------------ private void Rotate() { // Only runs if the striker is not performing their special if (!strikerDoingSpecial) { // Both floats get direction of the Xbox controller's right stick float rotateAxisX = XCI.GetAxisRaw(XboxAxis.RightStickX, Controller); float rotateAxisZ = XCI.GetAxisRaw(XboxAxis.RightStickY, Controller); // Checks if the right stick is at default position on the x axis if (rotateAxisX == 0f) { // If so, set the rotation x to be the previous frame's rotation x rotateAxisX = prevRotateX; } // Otherwise store current rotate x into the previous frame rotate x else { prevRotateX = rotateAxisX; } // Checks if the right stick is at default position on the y axis if (rotateAxisZ == 0f) { // If so, set the rotation z to be the previous frame's rotation z rotateAxisZ = prevRotateZ; } // Otherwise store current rotate z into the previous frame rotate z else { prevRotateZ = rotateAxisZ; } // Checks if either rotate x isn't zero or rotate z isn't zero if (rotateAxisX != 0 || rotateAxisZ != 0) { // If one variable isn't zero, create a "new" Vector3 refering to looking direction Vector3 directionVector = new Vector3(rotateAxisX, 0, rotateAxisZ); // Allows for the striker to look in same direction as right stick's position transform.rotation = Quaternion.LookRotation(directionVector); } // Sets the angular velocity of the Striker to be zero rigidBody.angularVelocity = Vector3.zero; } }
private void CalculateCurrentSpeed() { movementSpeed = powerBar.GetComponent <ItemPowerBar>().GetSpeed(minimumSpeed, maximumSpeed) * boostBonus; //calculate current max speed that can be reached // float rightTriggerPressed = XboxCtrlrInput.XCI.GetAxis (XboxCtrlrInput.XboxAxis.RightTrigger, controllerNumber); float leftTriggerPressed = XboxCtrlrInput.XCI.GetAxis(XboxCtrlrInput.XboxAxis.LeftTrigger, controllerNumber); if (leftTriggerPressed == 1f && !(XCI.GetButton(XboxButton.LeftBumper, controllerNumber))) //if the accelerator is pressed (and not the reverse button) { if (currentSpeed != movementSpeed) //if has not reached the max speed { currentSpeed += (movementSpeed - currentSpeed) / 150; //add to the speed of the car if (currentSpeed > movementSpeed) //if adding exceeds the max speed - remove it { currentSpeed = movementSpeed; } } } else if (leftTriggerPressed == 0f && !(XCI.GetButton(XboxButton.LeftBumper, controllerNumber))) //if the accelerator is NOT pressed (and not the reverse button) { if (currentSpeed != 0) //if there is speed in the car's movement { currentSpeed -= (currentSpeed) / 15; //reduce the speed of the car if (currentSpeed < 0) //if remove speed drops beneath 0 - reset to 0 { currentSpeed = 0; } } } else if (XCI.GetButton(XboxButton.LeftBumper, controllerNumber)) //if reverse button is pressed { if (currentSpeed > -maxReverseSpeed) //if the current speed is higher than the max reversing speed { if (currentSpeed > 15) //if still going at a good forward speed { currentSpeed -= (currentSpeed) / 25; //then effectively break } else { if (currentSpeed > -maxReverseSpeed) //if speed drops below the max breaking speed - reset to maxBreakSpeed { currentSpeed += -(maxReverseSpeed) / 10; } } } } xAxis = 1 * currentSpeed; }
void tiltCharacter() { //gets references to the left stick input of the controller float axisX = XCI.GetAxis(XboxAxis.LeftStickX, controller); float axisY = XCI.GetAxis(XboxAxis.LeftStickY, controller); //if the control stick is pushed 40% of the way to the right if (axisX >= 0.4) { //sets the animation state to moving right characterAnim.SetBool("MovingLeft", false); characterAnim.SetBool("MovingRight", true); } //if the control stick is pushed 40% of the way to the left else if (axisX <= -0.4) { //sets the animation state to moving left characterAnim.SetBool("MovingRight", false); characterAnim.SetBool("MovingLeft", true); } //if neither else { //sets the animation state to idle characterAnim.SetBool("MovingRight", false); characterAnim.SetBool("MovingLeft", false); } //if the control stick is pushed 40% of the way upwards if (axisY >= 0.4) { //sets the animation state to moving forward characterAnim.SetBool("MovingForward", true); characterAnim.SetBool("MovingBackward", false); } //if the control stick is pushed 40% of the way downwards else if (axisY <= -0.4) { //sets the animation state to moving backwards characterAnim.SetBool("MovingForward", false); characterAnim.SetBool("MovingBackward", true); } //if neither else { //sets the animation state to idle characterAnim.SetBool("MovingForward", false); characterAnim.SetBool("MovingBackward", false); } }
// Gets the axis values then applys it to the movement vector with the players direction. private void UpdateMoveVector() { if (playerHandler.AssignedController > 0) { horizontalAxis = XCI.GetAxis(XboxAxis.LeftStickX, playerHandler.AssignedController); verticalAxis = XCI.GetAxis(XboxAxis.LeftStickY, playerHandler.AssignedController); } else { horizontalAxis = Input.GetAxisRaw("Horizontal"); verticalAxis = Input.GetAxisRaw("Vertical"); } moveDirection = (horizontalAxis * transform.right) + (verticalAxis * transform.forward); moveDirection.Normalize(); }
public void RaiseVolume() { Debug.Log("Increasing volume"); if (volume < 100f) { volume += Time.deltaTime * volumeSpeed * XCI.GetAxis(XboxAxis.LeftStickX); } else { volume = 100f; } volumeSlider.value = volume; //audioSource.volume = (volume/100); mixer.SetFloat("MasterVolume", GetDBValueFromVolume(volume)); }
private void Update() { if (XCI.GetButton(XboxButton.A, controller)) { Shoot(); } if (XCI.GetButtonUp(XboxButton.A, controller)) { flame.Stop(); if (flame2) { flame2.Stop(); } } }
//---------------------------------------------------------------------- // PlayerShoot() // Lets the player shoot normal bullet // // Param: // None // Return; // Void //---------------------------------------------------------------------- private void PlayerShoot() { if (XCI.GetAxis(XboxAxis.RightTrigger, controller) != 0) { if (canShoot == true) { GameObject Go = Instantiate(bullet, bulletSpawnPoint1.transform.position, ship.transform.rotation) as GameObject; Go.GetComponent <Rigidbody> ().AddForce(transform.forward * 100, ForceMode.Impulse); GameObject Go2 = Instantiate(bullet, bulletSpawnPoint2.transform.position, ship.transform.rotation) as GameObject; Go2.GetComponent <Rigidbody> ().AddForce(transform.forward * 100, ForceMode.Impulse); canShoot = false; Invoke("ResetShootBool", timeBetweenShots); } } }
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // load the next scene and start the game if Start is pressed by at least 2 people public void StartGame() { if (XCI.GetButtonDown(XboxButton.Start)) // when start is pressed... { CountPlayers(); // counts the number of players who have readied up if (playerCounter >= 2) // if at least 2 players have readied up... { if (SceneManager.GetActiveScene().name == "MainMenu") // if start is pressed and the current scene is "Main Menu"... { SceneManager.LoadScene("Main_001_TunnelMiddle", LoadSceneMode.Single); // loads the level } } playerCounter = 0; // sets the player count to 0, so it doesn't interfere the next time you press "Start" to start the game } }
int DpadHorizontalTest() { for (int i = 0; i < (int)PlayerIndex.Four; ++i) { if (XCI.GetButtonDown(XboxButton.DPadRight, XboxController.First + i)) { return(1); } else if (XCI.GetButtonDown(XboxButton.DPadLeft, XboxController.First + i)) { return(-1); } } return(0); }
// Update is called once per frame void Update() { if (XCI.GetButtonDown(XboxButton.A)) { if (state == 0) { ground.sprite = secondSprite; } else { SceneManager.LoadScene("level"); } state++; } }
/* * Override of the base GetButtonDown to use xInput */ public override bool GetButtonDown(string buttonName) { if (buttonName == "Submit") { return(XCI.GetButtonDown(XboxButton.A, m_controller)); } else if (buttonName == "Cancel") { return(XCI.GetButtonDown(XboxButton.B, m_controller)); } else { return(false); } }
/* * Override of the base GetAxisRaw to use xInput */ public override float GetAxisRaw(string axisName) { if (axisName == "Horizontal") { return(XCI.GetAxisRaw(XboxAxis.LeftStickX, m_controller)); } else if (axisName == "Vertical") { return(XCI.GetAxisRaw(XboxAxis.LeftStickY, m_controller)); } else { return(0); } }
public void ReturnToMenu() { XboxController controller = XboxController.First; for (int i = 0; i < Menus.GetMaxNumOfPlayers(); i++) { if (XCI.GetButtonDown(XboxButton.Back, controller) || XCI.GetButtonDown(XboxButton.B, controller)) { m_creditsMenu.SetActive(false); m_MainMenu.SetActive(true); } controller++; } }
/* ========= Public Helper Methods ========= */ public int GetNumPlayers() { int numCtrls = XCI.GetNumPluggedCtrlrs(); if (numCtrls == 0) { // due to keyboard input return(1); } if (numCtrls > MAX_NUM_PLAYERS) { return(MAX_NUM_PLAYERS); } return(numCtrls); }
// Update is called once per frame void Update() { if (XCI.GetButtonUp(XboxButton.Start)) { onPause = !onPause; } if (onPause) { Time.timeScale = 0; } else { Time.timeScale = 1; } }
private void ReadyUp() { for (int i = 0; i < Menus.GetActivatedPlayerAmount(); i++) { StaticVariables holder = Menus.GetPlayerInformation(i); XboxController controller = holder.Controller; if (XCI.GetButtonDown(XboxButton.Y, controller)) { holder.IsReady = true; m_listOfUI[i].GetComponent<ConfirmController>().ChangeConfirmState(holder.IsReady); LockedIn(holder); } } }
// Update is called once per frame void Update() { GameObject go = GameObject.FindGameObjectWithTag("LookAtMe"); //Calls cam Rotate function CameraRotate(); clampedPosition = transform.position; clampedPosition.y = Mathf.Clamp(transform.position.y, player.transform.position.y, player.transform.position.y + 8); Offset = Quaternion.AngleAxis(XCI.GetAxis(XboxAxis.RightStickX) * 3, Vector3.up) * Offset; transform.position = clampedPosition = player.transform.position + Offset; transform.LookAt(player.transform.position); guide.transform.position = player.transform.position; }
// Update is called once per frame void Update() { int id = myController.GetID(); if (canBomb && (Input.GetButtonDown("Fire" + id) || XCI.GetButtonDown(XboxButton.A, id))) { GameObject newBomb = Instantiate(bombPrefab) as GameObject; newBomb.transform.parent = level; audio.PlayOneShot(sound); newBomb.transform.localPosition = transform.localPosition + (transform.right / 5f); newBomb.transform.localScale = transform.localScale; newBomb.transform.FindChild("Explosion").GetComponent <Explosion>().sender = myController; StartCoroutine(SetCooldown()); } }
// Update is called once per frame void Update() { if (XCI.GetButtonDown(XboxButton.A)) { elementController.SetSelectedElement(Element.Seed); } if (XCI.GetAxis(XboxAxis.RightTrigger) > 0.1f) { if (elementController.IsSelectedElementSeed()) { SpawnPlant(); } } }
void Update() { if (XCI.GetButtonDown(XboxButton.RightBumper, Controller)) { Fire(); } if (XCI.GetAxis(XboxAxis.RightStickX, Controller) < 0) { transform.Rotate(0, -Speed, 0); } if (XCI.GetAxis(XboxAxis.RightStickX, Controller) > 0) { transform.Rotate(0, Speed, 0); } }