void ControllerMovement(ref Vector2 moveInput) { moveInput.x = XInput.GetLeftX(); moveInput.y = 0f; MovePlayer(ref moveInput); }
protected override bool XStartProgram(XInput xargs, out XProgram xprogram) { bool bRes = true; xprogram = null; bRes = xargs.XRead(); if (bRes) { List <string> args = null; bRes = xargs.XReadStrings(out args); if (bRes) { Process proc = new Process(); proc.StartInfo.WindowStyle = ProcessWindowStyle.Normal; //proc.StartInfo.FileName = xargs.XFirst + ".bat"; proc.StartInfo.FileName = "dotnet"; proc.StartInfo.UseShellExecute = false; proc.StartInfo.CreateNoWindow = false; proc.StartInfo.Arguments = xargs.XFirst + ".dll " + string.Join(" ", args); bRes = proc.Start(); if (bRes) { CSProgram program = new CSProgram(); program.Process = proc; xprogram = program; } } } return(bRes); }
// Use this for initialization void Start() { mainCamera = Camera.main; inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); gameManager = GameObject.FindWithTag("GameController").GetComponent<GameManagement>(); statsManager = gameObject.GetComponent<Stats> (); }
/// <summary> /// Called when the window closes, used to shutdown client systems. /// </summary> private void Window_Closed(object sender, EventArgs e) { if (VR != null) { VR.Stop(); VR = null; } Sounds.Shutdown(); if (RawGamePad != null) { RawGamePad.Dispose(); RawGamePad = null; } if (LocalServer != null) { // TODO: ManualReset object? Object tlock = new Object(); bool done = false; LocalServer.ShutDown(() => { lock (tlock) { done = true; } }); bool b = false; while (!b) { Thread.Sleep(250); lock (tlock) { b = done; } } } // TODO: Cleanup! OnClosed?.Invoke(); Environment.Exit(0); }
private void Window_Closed(object sender, EventArgs e) { Sounds.StopAll(); if (RawGamePad != null) { RawGamePad.Dispose(); RawGamePad = null; } if (LocalServer != null) { Object tlock = new Object(); bool done = false; LocalServer.ShutDown(() => { lock (tlock) { done = true; } }); bool b = false; while (!b) { Thread.Sleep(250); lock (tlock) { b = done; } } } // TODO: Cleanup! Environment.Exit(0); }
// Use this for initialization void Start() { actualPhase = Phases.ludus; mainCamera = Camera.main; inputer = GameObject.FindWithTag("INPUTER").GetComponent<XInput>(); player = GameObject.FindWithTag ("Player"); }
public void XInputEnable(bool enable) { lock (XInputLock) { XInput.XInputEnable(enable); } }
void Start() { startButt = GameObject.FindWithTag (tab_but[0]); startButt.renderer.material.color = Color.blue; resolutions = Screen.resolutions; inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); }
protected override bool XCreateInput(out XInput xinput, out string output) { bool bRes = true; xinput = new PipeInput(out output); return(bRes); }
public static IObservable <NamedControllerId> ActiveJoystick() { return(UnityObservable.CreateUpdate <NamedControllerId>(observer => { var xinputJoystickId = XInput.AnyJoystick(); var unityJoystickId = UnityInputMaps.AnyJoystick(); if (xinputJoystickId.HasValue) { var controllerId = new ControllerId.XInput(xinputJoystickId.Value); observer.OnNext(new NamedControllerId(controllerId, "XInput controller")); } else if (unityJoystickId.HasValue) { var controllerId = new ControllerId.Unity(unityJoystickId.Value); var controllerName = UnityEngine.Input.GetJoystickNames()[controllerId.Id]; observer.OnNext(new NamedControllerId(controllerId, controllerName)); } }) // XInput takes presedence over unity input because we know how to handle it better. // So if we detect an XInput device we ignore the Unity device(s) detected during the // same window. .Window(TimeSpan.FromSeconds(0.8f), Scheduler.TaskPool) .SelectMany(inputSources => { return inputSources.Scan((selectedInputSource, inputSource) => { if (selectedInputSource.ControllerId is ControllerId.XInput) { return selectedInputSource; } return inputSource; }).TakeLast(1); }) .ObserveOn(UnityThreadScheduler.MainThread));; }
public override void Update(GameTime gameTime) { menuComponent.Update(gameTime); if (XInput.CheckKeyReleased(Keys.Space) || XInput.CheckKeyReleased(Keys.Enter) || (menuComponent.MouseOver && XInput.CheckMouseReleased(MouseButtons.Left))) { if (menuComponent.SelectedIndex == 0) { if (isSoundEnabled) { isSoundEnabled = false; } else if (!isSoundEnabled) { isSoundEnabled = true; } } else if (menuComponent.SelectedIndex == 1) { manager.ChangeState((MainMenuState)GameRef.StartMenuState); } } base.Update(gameTime); }
protected override bool XIsProgram(XInput xinput) { string dir = Directory.GetCurrentDirectory(); bool bRes = File.Exists(xinput.XFirst + ".bat"); return(bRes); }
void HandleInputSelectLevel() { if (m_moveTimer != m_timeBetweenPoints) { return; } bool inputSelect = false; inputSelect = Input.GetKey(KeyCode.Space); if (!Singleton.GameVarsManager.m_gameVars.m_keyboardControl) { XInput.XInputState state; XInput.XInputGetState(0, out state); inputSelect |= state.Gamepad.IsButtonDown(XInput.XInputButtons.A); } if (inputSelect) { SaveGame.GetData().worldMapWorldIndex = m_worldIndex; SaveGame.GetData().worldMapPointIndex = m_pointIndex; // Auto Save SaveGame.Save(); m_canvas.SetActive(false); Camera.main.GetComponent <CameraIntoBook>().StartCameraTransition(GetCurrentLevelIndex()); } }
public override void Update(GameTime gameTime) { menuComponent.Update(gameTime); if (XInput.CheckKeyReleased(Keys.Space) || XInput.CheckKeyReleased(Keys.Enter) || (menuComponent.MouseOver && XInput.CheckMouseReleased(MouseButtons.Left))) { if (menuComponent.SelectedIndex == 0) { difficulty = "EASY"; manager.ChangeState((PlayState)GameRef.StartPlayState); } else if (menuComponent.SelectedIndex == 1) { difficulty = "MEDIUM"; manager.ChangeState((PlayState)GameRef.StartPlayState); } else if (menuComponent.SelectedIndex == 2) { difficulty = "HARD"; manager.ChangeState((PlayState)GameRef.StartPlayState); } else if (menuComponent.SelectedIndex == 3) { manager.ChangeState((MainMenuState)GameRef.StartMenuState); } } base.Update(gameTime); }
private void XInputInputChanged(object sender, DeviceInputChangedEventArgs e) { if (!xOutputManager.XOutputDevice.Report(controllerCount, XInput.GetValues())) { Stop(); } }
public void Update(GameTime gameTime) { uiManager.KeyBoardInput(); //if tower is being built, check mouse input if (XInput.CheckMouseReleased(MouseButtons.Left)) { Point mousePoint = XInput.MouseState.Position; uiManager.MouseInput(MouseButtons.Left, mousePoint); } uiManager.Update(gameTime); towerManager.Update(gameTime); enemyManager.Update(gameTime); if (!waveManager.waitingToStartWave(gameTime)) //if waiting time between waves is over { if (!waveManager.AreEnemiesLeft()) //and there arent any more enemies left to spawn this wave { waveManager.StartWave(); //start next wave } else { waveManager.Spawn(gameTime); } } if (gameHealth <= 0) { GameOver('l'); } }
/// <summary> /// Observes the gamepad for status changes. /// </summary> private void ObserveGamepad() { uint lastPacketNumber = 0; XInput.State state = new XInput.State(); XInput.KeyStroke keystroke = new XInput.KeyStroke(); while (!this.StopObserving) { XInput.Error result = XInput.GetState((XInput.UserIndex) this.UserIndex, out state); if (result == XInput.Error.Success && state.packetNumber > lastPacketNumber) { lastPacketNumber = state.packetNumber; this.SetStateFromXInputState(state); this.RaiseStateChanged(); } result = XInput.GetKeystroke((XInput.UserIndex) this.UserIndex, out keystroke); if (result == XInput.Error.Success) { if (keystroke.flags == XInput.KeyStrokeFlags.KeyUp) { this.RaiseKeyUp((KeyEventArgs.KeyCode)keystroke.virtualKey); } if (keystroke.flags == XInput.KeyStrokeFlags.KeyDown) { this.RaiseKeyDown((KeyEventArgs.KeyCode)keystroke.virtualKey); } } Thread.Sleep(2); } }
// Use this for initialization void Start() { Ctr = GameObject.Find ("Ludus_Control"); inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); control = false; }
private void timer1_Tick(object sender, EventArgs e) { XInputState state = new XInputState(); XInput.XInputGetState(0, ref state); List <XBoxControllerInput> currentInputs = getCurrentInputs(state); btn_a.Visible = currentInputs.Contains(XBoxControllerInput.A); btn_b.Visible = currentInputs.Contains(XBoxControllerInput.B); btn_x.Visible = currentInputs.Contains(XBoxControllerInput.X); btn_y.Visible = currentInputs.Contains(XBoxControllerInput.Y); btn_R.Visible = currentInputs.Contains(XBoxControllerInput.RShoulder); btn_L.Visible = currentInputs.Contains(XBoxControllerInput.LShoulder); btn_Ddown.Visible = currentInputs.Contains(XBoxControllerInput.DDown); btn_Dup.Visible = currentInputs.Contains(XBoxControllerInput.DUp); btn_Dleft.Visible = currentInputs.Contains(XBoxControllerInput.DLeft); btn_Dright.Visible = currentInputs.Contains(XBoxControllerInput.DRight); btn_start.Visible = currentInputs.Contains(XBoxControllerInput.Start); btn_back.Visible = currentInputs.Contains(XBoxControllerInput.Back); stick.BackgroundImage = currentInputs.Contains(XBoxControllerInput.LStick) ? Properties.Resources.stick_2 : Properties.Resources.stick_1; stick2.BackgroundImage = currentInputs.Contains(XBoxControllerInput.RStick) ? Properties.Resources.stick_2 : Properties.Resources.stick_1; btnR_trig.Visible = currentInputs.Contains(XBoxControllerInput.RTrigger); btnL_trig.Visible = currentInputs.Contains(XBoxControllerInput.LTrigger); stick.Left = StickOriginX + STICK_DISTANCE * state.sThumbLX / 32768; stick.Top = StickOriginY - STICK_DISTANCE * state.sThumbLY / 32768; stick2.Left = StickOriginX2 + STICK_DISTANCE * state.sThumbRX / 32768; stick2.Top = StickOriginY2 - STICK_DISTANCE * state.sThumbRY / 32768; }
void Start() { startButt = GameObject.FindWithTag (tab_but[0]); startButt.renderer.material.color = Color.blue; selected = 0; Main_cam = GameObject.FindWithTag("MainCamera"); inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); }
// Use this for initialization void Start() { option_butt = GameObject.FindWithTag (tab_opt[1]); nombreObject = GameObject.FindWithTag ("Volume"); option_butt.renderer.material.color = Color.blue; inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); }
public static DeviceEffectItem[] GetDeviceEffects(Joystick device) { var items = new List <DeviceEffectItem>(); if (device == null) { return(items.ToArray()); } // Check if device supports force feedback. var forceFeedback = device.Capabilities.Flags.HasFlag(DeviceFlags.ForceFeedback); if (!forceFeedback) { return(items.ToArray()); } lock (XInput.XInputLock) { // Unload xinput. var isLoaded = XInput.IsLoaded; if (isLoaded) { XInput.FreeLibrary(); } // Must reaquire device in exclusive mode to get effects. device.Unacquire(); device.SetCooperativeLevel(MainForm.Current.Handle, CooperativeLevel.Foreground | CooperativeLevel.Exclusive); IList <EffectInfo> effects = new List <EffectInfo>(); try { device.Acquire(); effects = device.GetEffects(EffectType.All); } catch (Exception) { } foreach (var eff in effects) { items.Add(new DeviceEffectItem() { Name = eff.Name, StaticParameters = eff.StaticParameters, DynamicParameters = eff.DynamicParameters, }); } // Reaquire device in non exclusive mode. device.Unacquire(); device.SetCooperativeLevel(MainForm.Current.Handle, CooperativeLevel.Background | CooperativeLevel.NonExclusive); // If XInput was loaded then... if (isLoaded) { Exception error; XInput.ReLoadLibrary(XInput.LibraryName, out error); } } return(items.ToArray()); }
#pragma warning restore 0649 protected override void InputUpdate() { XInput.Direction direction = XInput.GetDPadDirection(playerIndex); foreach (DPadDirection dPadDirection in dPadDirections) { // That way, we only enable the current direction's image dPadDirection.EnableImage(dPadDirection.IsConcerned(direction)); } }
public override void Update(GameTime gameTime) { elapsed += gameTime.ElapsedGameTime; if (XInput.CheckKeyReleased(Keys.Space) || XInput.CheckKeyReleased(Keys.Enter) || XInput.CheckMouseReleased(MouseButtons.Left)) { manager.ChangeState((MainMenuState)GameRef.StartMenuState); } base.Update(gameTime); }
// Update is called once per frame void LateUpdate() { if (!XInput.GetConnected(0)) { if (Input.GetKeyDown(KeyCode.Space)) { addJump(); } } }
private const float maxFillAmount = 0.88f; // Because the sprite shouldn't be completely filled protected override void InputUpdate() { float triggerValue = XInput.GetTriggerValue(trigger, playerIndex); if (triggerValue == 1f) // Set a vibration when we hit the maximum trigger value { XInput.SetVibration(trigger, 0.5f, 0.5f, playerIndex); } fillImage.fillAmount = triggerValue * maxFillAmount; }
void OnEnable() { if (XInput.GetConnected()) { img.texture = XboxTex; } else { img.texture = KBTex; } }
// Update is called once per frame void Update() { if (XInput.GetConnected()) { img.texture = XboxTex; } else { img.texture = KBTex; } }
private void timer1_Tick(object sender, EventArgs e) { XInput.GetState(0, out State s); if (s.PacketNumber != _prevPacketNum) { _prevPacketNum = s.PacketNumber; numericUpDown1.Value = Math.Clamp((decimal)s.Gamepad.LeftThumbY / 32767, -1, 1); numericUpDown2.Value = Math.Clamp((decimal)s.Gamepad.LeftThumbX / 32767, -1, 1); numericUpDown3.Value = Math.Clamp((decimal)s.Gamepad.RightThumbX / 32767, -1, 1); } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHeatlh>(); controller = player.GetComponent <XInput>(); enemyHealth = GetComponent <EnemyHealth>(); Debug.Log(" player health: " + playerHealth.currentHealth); animator = GetComponent <Animator>(); }
void Awake() { if (Instance != null) { Debug.LogError(string.Format("Only one XInput Script should exist in the scene. Destroying this one, attached to GameObject \"{0}\"", gameObject.name)); Destroy(this); return; } Instance = this; InitControllers(); }
void ControllerInputs() { ControllerMovement(ref move_input); if (XInput.GetKeyPressed(0, (int)Buttons.A)) { PlayerJump(); } if (XInput.GetKeyPressed(0, (int)Buttons.RTrig)) { PlayerDash(); } }
public void Update() { fred[0] = XInput.GetButton(deviceId, XInput.Button.A); fred[1] = XInput.GetButton(deviceId, XInput.Button.B); fred[2] = XInput.GetButton(deviceId, XInput.Button.Y); fred[3] = XInput.GetButton(deviceId, XInput.Button.X); fred[4] = XInput.GetButton(deviceId, XInput.Button.LB); startPressed = XInput.GetButtonDown(deviceId, XInput.Button.Start); starPressed = XInput.GetButtonDown(deviceId, XInput.Button.Back); strumPressed = XInput.GetButtonDown(deviceId, XInput.Button.DPadDown) | XInput.GetButtonDown(deviceId, XInput.Button.DPadUp); tilt = XInput.GetAxis(deviceId, XInput.Axis.RY); whammy = XInput.GetAxis(deviceId, XInput.Axis.RX); }
private void Form1_Load(object sender, EventArgs e) { XInput.GetCapabilities(0, DeviceQueryType.Gamepad, out Capabilities c); if (c.Type == DeviceType.Gamepad) { label12.Text = "Controller Connected"; timer1.Enabled = true; numericUpDown1.Enabled = false; numericUpDown2.Enabled = false; numericUpDown3.Enabled = false; } }
private void controllers_SelectedIndexChanged(object sender, EventArgs e) { if (mon != null) { mon.Dispose(); } var controller = controllers.SelectedItem as Controller; mon = new ControllerMonitor(controller); mon.OnStateChanged += Mon_OnStateChanged; XInput.BatteryInformation xbi = default; XInput.XInputGetBatteryInformation(controller.Index, XInput.BatteryDevType.Gamepad, ref xbi); label4.Text = $"Battery: {xbi.BatteryType} {xbi.BatteryLevel}"; }
Vector2 GetInputVector() { Vector2 input = Vector2.zero; input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (!Singleton.GameVarsManager.m_gameVars.m_keyboardControl) { XInput.XInputState state; XInput.XInputGetState(0, out state); input = new Vector2(state.Gamepad.LeftThumbX / 32768.0f, state.Gamepad.LeftThumbY / 32768.0f); } input.Normalize(); return(input); }
public XConnection(string ipAddress, int port, string userName, string password) { var settings = new XSettings(ipAddress, port, userName, password); var client = new XClient(settings); Client = client; XHelpers.Settings = settings; AudioLibrary = new XAudioLibrary(client); VideoLibrary = new XVideoLibrary(client); AudioPlayer = new XAudioPlayer(client); VirtualRemote = new XVirtualRemote(settings); System = new XSystem(client); JsonRpc = new XJsonRpc(client); Input = new XInput(client); // new for Eden //Player = new XPlayer(client); }
// Use this for initialization void Start() { gameManager = GameObject.FindWithTag("GameController").GetComponent<GameManagement>(); // Commande 360 inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); //Recuperation objet //Cam //Main_cam = GameObject.FindWithTag ("MainCamera"); Main_cam = GameObject.FindWithTag ("Player"); //Capsule Competence = GameObject.FindWithTag ("Caps - Competence"); Forge = GameObject.FindWithTag ("Caps - Forge"); Entraineur = GameObject.FindWithTag ("Caps - Entraineur"); Personnage = GameObject.FindWithTag ("Caps - Personnage"); //Menu m_Competence = GameObject.FindWithTag ("Menu - Competence"); m_Forge = GameObject.FindWithTag ("Menu - Forge"); m_Entraineur = GameObject.FindWithTag ("Menu - Entraineur"); m_Personnage = GameObject.FindWithTag ("Menu - Personnage"); }
// Use this for initialization void Start() { inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent<Stats>(); Initialize_shop (); }
void Awake() { instance = this; buttondown = new bool[2]; buttondown[0] = false; buttondown[1] = false; vibePlayer = new int[2]; vibePlayer[0] = 0; vibePlayer[1] = 0; }
// Use this for initialization void Start() { enAttack = false; inputer = GameObject.FindWithTag ("INPUTER").GetComponent<XInput>(); gameManager = GameObject.FindWithTag("GameController").GetComponent<GameManagement>(); }