Пример #1
0
    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;
        }
    }
Пример #2
0
    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;
        }
    }
Пример #3
0
 void OnEventInput(CUserInput.EInput _eInput, bool _bDown)
 {
     if (_eInput == CUserInput.EInput.Visor && _bDown)
     {
         // Toggle between up/down visor
         CHUDRoot.Visor.SetVisorState(!CHUDRoot.Visor.IsVisorDown);
     }
 }
Пример #4
0
 private void OnPlayerMovement(CUserInput.EInput _eInput, ulong _ulPlayerId, bool _bDown)
 {
     // Turn off the DUI from any movement
     if (!m_Transitioning)
     {
         m_DUIActive.Set(false);
     }
 }
Пример #5
0
 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);
     }
 }
Пример #6
0
    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);
        }
    }
Пример #7
0
    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);
        }
    }
Пример #8
0
    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;
            }
        }
    }
Пример #9
0
    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;
            }
        }
    }
Пример #10
0
    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;
            }
        }
    }
Пример #11
0
 void OnFireLasersCommand(CUserInput.EInput _eInput, bool _bDown)
 {
     m_bFireLasers = _bDown;
 }