void ReturnKeyChanged(CUserInput.EInput _eInput, bool _b) { // This will only be able to trigger every 0.5 seconds if (Time.time > m_fTimeOfEnterKeyPress + 0.5f) { // If keydown if (_b) { // Toggle operation on each key press down // If chat was enabled, it will be disabled and movement will be re-enabled if (m_bProcessChat) { m_bProcessChat = false; // TODO: Enable actor movement //CGamePlayers.SelfActor.GetComponent<CPlayerGroundMotor> ().UndisableInput (this); } // If chat was disabled, it will be enabled and movement will be disabled else { m_bProcessChat = true; // TODO: Disable actor movement //CGamePlayers.SelfActor.GetComponent<CPlayerGroundMotor> ().DisableInput (this); } } m_fTimeOfEnterKeyPress = Time.time; } }
void OnEventInput(CUserInput.EInput _eInput, bool _bDown) { switch (_eInput) { case CUserInput.EInput.Primary: { if (ActiveTool != null && ActiveTool.GetComponent <CToolInterface>() != null) { ActiveTool.GetComponent <CToolInterface>().SetPrimaryActive(_bDown); } } break; case CUserInput.EInput.Secondary: { if (ActiveTool != null && ActiveTool.GetComponent <CToolInterface>() != null) { ActiveTool.GetComponent <CToolInterface>().SetSecondaryActive(_bDown); } } break; default: Debug.LogError("Unknown error"); break; } }
void OnEventInput(CUserInput.EInput _eInput, bool _bDown) { if (_eInput == CUserInput.EInput.Visor && _bDown) { // Toggle between up/down visor CHUDRoot.Visor.SetVisorState(!CHUDRoot.Visor.IsVisorDown); } }
private void OnPlayerMovement(CUserInput.EInput _eInput, ulong _ulPlayerId, bool _bDown) { // Turn off the DUI from any movement if (!m_Transitioning) { m_DUIActive.Set(false); } }
void OnInputUse(CUserInput.EInput _eInput, bool _bDown) { if (_bDown && MountedPlayerId == CNetwork.PlayerId) { s_cSerializeStream.Write(gameObject.GetComponent <CNetworkView>().ViewId); s_cSerializeStream.Write((byte)ENetworkAction.LeaveCockpit); } }
void OnExtracterBeamCommand(CUserInput.EInput _eInput, bool _bDown) { s_cSerializeStream.Write(ThisNetworkView.ViewId); if (_bDown) { s_cSerializeStream.Write((byte)ENetworkAction.StartExtractorBeam); } else { s_cSerializeStream.Write((byte)ENetworkAction.StopExtractorBeam); } }
void OnLaserCommand(CUserInput.EInput _eInput, bool _bDown) { s_cSerializeStream.Write(ThisNetworkView.ViewId); if (_bDown) { s_cSerializeStream.Write((byte)ENetworkAction.StartFractureLaser); } else { s_cSerializeStream.Write((byte)ENetworkAction.StopFractureLaser); } }
void OnEventClientInput(CUserInput.EInput _eInput, ulong _ulPlayerId, bool _bDown) { if (_ulPlayerId == m_ulOwnerPlayerId && _bDown) { switch (_eInput) { case CUserInput.EInput.Tool_SelectSlot1: ChangeTool(0); if (EventEquipTool != null) { EventEquipTool(GetTool(0)); } break; case CUserInput.EInput.Tool_SelectSlot2: ChangeTool(1); if (EventEquipTool != null) { EventEquipTool(GetTool(1)); } break; case CUserInput.EInput.Tool_SelectSlot3: ChangeTool(2); if (EventEquipTool != null) { EventEquipTool(GetTool(2)); } break; case CUserInput.EInput.Tool_SelectSlot4: ChangeTool(3); if (EventEquipTool != null) { EventEquipTool(GetTool(3)); } break; case CUserInput.EInput.Tool_Reload: ReloadTool(ActiveSlotId); break; case CUserInput.EInput.Tool_Drop: DropTool(ActiveSlotId); break; } } }
void OnEventInputControlShip(CUserInput.EInput _eInput, ulong _ulPlayerId, bool _bDown) { if (_ulPlayerId != 0 && _ulPlayerId == m_cCockpitBehaviour.MountedPlayerId) { CGalaxyShipMotor cGalaxyShipMotor = CGameShips.GalaxyShip.GetComponent <CGalaxyShipMotor>(); float fPower = _bDown ? 1.0f : 0.0f; switch (_eInput) { case CUserInput.EInput.GalaxyShip_Forward: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.Forward, fPower); break; case CUserInput.EInput.GalaxyShip_Backward: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.Backward, fPower); break; case CUserInput.EInput.GalaxyShip_StrafeLeft: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.StrafeLeft, fPower); break; case CUserInput.EInput.GalaxyShip_StrafeRight: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.StrafeRight, fPower); break; case CUserInput.EInput.GalaxyShip_Up: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.Up, fPower); break; case CUserInput.EInput.GalaxyShip_Down: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.Down, fPower); break; case CUserInput.EInput.GalaxyShip_YawLeft: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.YawLeft, fPower); break; case CUserInput.EInput.GalaxyShip_YawRight: cGalaxyShipMotor.SetThrusterEnabled(CGalaxyShipMotor.EThrusters.YawRight, fPower); break; default: Debug.LogError("Unknown input"); break; } } }
void OnEventInput(CUserInput.EInput _eInput, bool _bDown) { if (m_cTargetActorObject != null) { CActorInteractable cActorInteractable = m_cTargetActorObject.GetComponent <CActorInteractable>(); switch (_eInput) { case CUserInput.EInput.Primary: cActorInteractable.OnInteractionInput(EInputInteractionType.Primary, gameObject, m_cTargetRaycastHit, _bDown); if (EventPrimary != null) { EventPrimary(EInputInteractionType.Primary, m_cTargetActorObject, m_cTargetRaycastHit, _bDown); } break; case CUserInput.EInput.Secondary: cActorInteractable.OnInteractionInput(EInputInteractionType.Secondary, gameObject, m_cTargetRaycastHit, _bDown); if (EventSecondary != null) { EventSecondary(EInputInteractionType.Secondary, m_cTargetActorObject, m_cTargetRaycastHit, _bDown); } break; case CUserInput.EInput.Use: cActorInteractable.OnInteractionInput(EInputInteractionType.Use, gameObject, m_cTargetRaycastHit, _bDown); if (EventUse != null) { EventUse(EInputInteractionType.Use, m_cTargetActorObject, m_cTargetRaycastHit, _bDown); } break; default: Debug.LogError("Unknown input: " + _eInput); break; } } }
void OnFireLasersCommand(CUserInput.EInput _eInput, bool _bDown) { m_bFireLasers = _bDown; }