private void Start() { if (!input) { input = FindObjectOfType <DebugInput>(); } }
void Update() { if (DebugInput.GetKey(KeyCode.LeftShift) && DebugInput.GetKeyDown(KeyCode.G)) { ToggleNoClip(); } if (noClipOn) { if (DebugInput.GetKeyDown(KeyCode.LeftShift)) { desiredSpeed = (desiredSpeed == sprintSpeed) ? moveSpeed : sprintSpeed; } else if (DebugInput.GetKeyDown(KeyCode.LeftControl)) { desiredSpeed = (desiredSpeed == slowMoveSpeed) ? moveSpeed : slowMoveSpeed; } Vector2 moveInput = input.LeftStick; Vector3 moveDirection = playerCamera.forward * moveInput.y + playerCamera.right * moveInput.x; speed = Mathf.Lerp(speed, desiredSpeed, Time.deltaTime * 6f); float middleMouseScroll = Input.mouseScrollDelta.y; Vector3 verticalScroll = transform.up * (middleMouseScroll * middleMouseVerticalSpeed); transform.position += (verticalScroll + moveDirection) * (Time.deltaTime * speed); } }
void Update() { if (DebugInput.GetKeyDown(modeSwitchKey)) { debugMode = (DebugMode)(((int)debugMode + 1) % NUM_MODES); } }
void OnGUI() { GUILayout.BeginHorizontal(GUILayout.Width(Screen.width)); { GUILayout.FlexibleSpace(); for (int controller = 0; controller < OuyaController.MAX_CONTROLLERS; ++controller) { GUILayout.BeginVertical(GUILayout.Height(Screen.height)); { foreach (int axis in _axises) { GUILayout.Label(string.Format("({0}) {1} val={2}", axis, DebugInput.DebugGetAxisName(axis), GetAxis(controller, axis, _axis))); } GUILayout.FlexibleSpace(); foreach (int button in _buttons) { GUILayout.Label(string.Format("({0}) {1} up={2} down={3}", button, DebugInput.DebugGetButtonName(button), CheckButton(controller, button, _buttonUp), CheckButton(controller, button, _buttonDown))); } } GUILayout.EndVertical(); } GUILayout.FlexibleSpace(); } GUILayout.EndHorizontal(); }
// Update is called once per frame void Update() { // DEBUG if (DebugInput.GetKey(KeyCode.LeftShift) && DebugInput.GetKeyDown("o")) { StartCoroutine(DoorOpen()); } }
internal DebugInput(Game game) { Game = game; Instance = this; #if DEBUG Enabled = true; #endif }
void Update() { if (DebugInput.GetKey(KeyCode.LeftShift) && DebugInput.GetKeyDown(KeyCode.B)) { ToggleDebugMode(); } if (DebugInput.GetKey(KeyCode.LeftShift) && DebugInput.GetKeyDown(KeyCode.V)) { ToggleDoubleSidedEdges(); } }
// Start is called before the first frame update void Start() { if (!globalInput) { globalInput = FindObjectOfType <DebugInput>(); } animator = GetComponentInChildren <Animator>(); playerElement = new Element(startingType); sprite = GetComponentInChildren <SpriteRenderer>(); UpdateColor(); }
void Update() { if (DebugInput.GetKey(KeyCode.LeftShift) && DebugInput.GetKeyDown(KeyCode.F5)) { limitFramerate = !limitFramerate; } if (limitFramerate) { WasteTime(); } }
// Update is called once per frame void Update() { if (state == State.Depowered && mainPower.state == PowerTrail.PowerTrailState.powered) { state.Set(State.Powering); } if (DebugInput.GetKeyDown(KeyCode.Alpha0)) { state.Set((State)(2 - (int)state.state)); } UpdateMiniSpotlights(); UpdatePuzzleIsSolvedIndicator(); UpdateDissolveLaser(); UpdateGridColors(); }
// Update is called once per frame void Update() { if (!DEBUG) { return; } if (DebugInput.GetKey(KeyCode.LeftShift) && DebugInput.GetKeyDown(KeyCode.R) && !inBridgeRiseCoroutine) { ResetBridgePiecePositions(); } else if (DebugInput.GetKeyDown(KeyCode.R) && !inBridgeRiseCoroutine) { StartCoroutine(BridgeRise()); } }
private void Update() { if (DebugInput.GetKeyDown(KeyCode.O)) { LocalDamageDisplay.adminObjectShow = !LocalDamageDisplay.adminObjectShow; if (!LocalDamageDisplay.adminObjectShow) { Debug.Log("hid object overlay", this); } else { Debug.Log("shown object overlay", this); } } if (LocalDamageDisplay.adminObjectShow && DebugInput.GetKeyDown(KeyCode.L)) { LocalDamageDisplay.mode = (LocalDamageDisplay.mode + 1) % 2; } }
// Update is called once per frame void Update() { // Debug controls if (DEBUG) { if (DebugInput.GetKey("f")) { if (DebugInput.GetKey(KeyCode.LeftShift)) { DecreaseFrustumSize(); } else { IncreaseFrustumSize(); } } if (DebugInput.GetKey("g")) { ChangeAngle(DebugInput.GetKey(KeyCode.LeftShift) ? -rotationSpeed : rotationSpeed); } if (DebugInput.GetKey("h")) { RotateAroundCircumference(DebugInput.GetKey(KeyCode.LeftShift) ? -1 : 1); } if (DebugInput.GetKey("j")) { MoveProjectorVertical(DebugInput.GetKey(KeyCode.LeftShift) ? -verticalMovespeed : verticalMovespeed); } } if (upAndDownAnim != null) { curUpAndDownAnimTime = Mathf.Lerp(curUpAndDownAnimTime, desiredUpAndDownAnimTime, upAndDownAnimLerpSpeed * Time.deltaTime); upAndDownAnim.Play("ProjectorUpDown", 0, curUpAndDownAnimTime); } if (sideToSideAnim != null) { curSideToSideAnimTime = Mathf.Lerp(curSideToSideAnimTime, desiredSideToSideAnimTime, sideToSideAnimLerpSpeed * Time.deltaTime); sideToSideAnim.Play("ProjectorSideToSide", 1, curSideToSideAnimTime); } curCircumferenceRotation = Quaternion.Lerp(curCircumferenceRotation, desiredCircumferenceRotation, circumferenceRotationLerpSpeed * Time.deltaTime); }
private void Update() { if (DebugInput.GetKeyDown(KeyCode.O)) { adminObjectShow = !adminObjectShow; if (adminObjectShow) { Debug.Log("shown object overlay", this); } else { Debug.Log("hid object overlay", this); } } if (adminObjectShow && DebugInput.GetKeyDown(KeyCode.L)) { mode = (mode + 1) % 2; } }
private void OnDisable() { this.instance = null; }
public void SetUp() { input = new DebugInput(); output = new DebugOutput(); i = new Interpreter(64 * 1024, input, output); }
internal DebugInput(Game game) { Game = game; Instance = this; }
void Update() { if (Time.timeScale == 0) { return; } #if UNITY_EDITOR if (DEBUG && DebugInput.GetKeyDown("c")) { if (!isShaking) { Shake(2, 1, 0); } else { CancelShake(); } } #endif if (!isShaking) { if (totalOffsetApplied.magnitude > 0.001f) { Vector2 nextTotalOffsetApplied = Vector2.Lerp(totalOffsetApplied, Vector2.zero, returnToCenterLerpSpeed * Time.deltaTime); Vector2 offset = nextTotalOffsetApplied - totalOffsetApplied; transform.localPosition += new Vector3(offset.x, offset.y, 0); totalOffsetApplied = nextTotalOffsetApplied; } else if (totalOffsetApplied.magnitude > 0f) { transform.localPosition -= new Vector3(totalOffsetApplied.x, totalOffsetApplied.y, 0); totalOffsetApplied = Vector2.zero; } } else { if (timeShaking < duration) { float t = timeShaking / duration; intensity = isUsingCurve ? curve.Evaluate(t) * intensityMultiplier : Mathf.Lerp(startIntensity, endIntensity, t); Vector2 random = UnityEngine.Random.insideUnitCircle * intensity / 10f; Vector2 offset = Vector2.Lerp(Vector2.zero, -appliedOffset, t) + random; appliedOffset += offset; transform.localPosition += new Vector3(offset.x, offset.y, 0); totalOffsetApplied += offset; timeShaking += Time.deltaTime; } else { transform.localPosition -= new Vector3(appliedOffset.x, appliedOffset.y, 0); totalOffsetApplied -= appliedOffset; isShaking = false; } } }
private void ProcessInput(ref HumanController.InputSample sample) { bool flag; bool flag1; CCMotor.InputFrame movementScale = new CCMotor.InputFrame(); float single; float single1; CCMotor cCMotor = base.ccmotor; if (!cCMotor) { flag1 = false; flag = true; } else { flag = cCMotor.isGrounded; flag1 = cCMotor.isSliding; if (!flag && !flag1) { sample.sprint = false; sample.crouch = false; sample.aim = false; sample.info__crouchBlocked = false; if (!this.wasInAir) { this.wasInAir = true; this.magnitudeAir = cCMotor.input.moveDirection.magnitude; this.midairStartPos = base.transform.position; } this.lastFrameVelocity = cCMotor.velocity; } else if (this.wasInAir) { this.wasInAir = false; this.magnitudeAir = 1f; this.landingSpeedPenaltyTime = 0f; if (base.transform.position.y < this.midairStartPos.y && Mathf.Abs(base.transform.position.y - this.midairStartPos.y) > 2f) { base.idMain.GetLocal <FallDamage>().SendFallImpact(this.lastFrameVelocity); } this.lastFrameVelocity = Vector3.zero; this.midairStartPos = Vector3.zero; } bool flag2 = (sample.crouch ? true : sample.info__crouchBlocked); movementScale.jump = sample.jump; movementScale.moveDirection.x = sample.strafe; movementScale.moveDirection.y = 0f; movementScale.moveDirection.z = sample.walk; movementScale.crouchSpeed = (!sample.crouch ? 1f : -1f); if (movementScale.moveDirection == Vector3.zero) { this.sprinting = false; this.exitingSprint = false; this.sprintTime = 0f; this.crouchTime = (!sample.crouch ? 0f : this.controlConfig.curveCrouchMulSpeedByTime.GetEndTime()); this.magnitudeAir = 1f; } else { float single2 = movementScale.moveDirection.magnitude; if (single2 < 1f) { movementScale.moveDirection = movementScale.moveDirection / single2; single2 = single2 * single2; movementScale.moveDirection = movementScale.moveDirection * single2; } else if (single2 > 1f) { movementScale.moveDirection = movementScale.moveDirection / single2; } if (HumanController.InputSample.MovementScale < 1f) { if (HumanController.InputSample.MovementScale <= 0f) { movementScale.moveDirection = Vector3.zero; } else { movementScale.moveDirection = movementScale.moveDirection * HumanController.InputSample.MovementScale; } } Vector3 vector3 = movementScale.moveDirection; vector3.x = vector3.x * this.controlConfig.sprintScaleX; vector3.z = vector3.z * this.controlConfig.sprintScaleY; if (!sample.sprint || flag2 || sample.aim) { sample.sprint = false; single = -Time.deltaTime; } else { single = Time.deltaTime * this.sprintInMulTime; } movementScale.moveDirection = movementScale.moveDirection + (vector3 * this.controlConfig.curveSprintAddSpeedByTime.EvaluateClampedTime(ref this.sprintTime, single)); single1 = (!flag2 ? -Time.deltaTime : Time.deltaTime * this.crouchInMulTime); movementScale.moveDirection = movementScale.moveDirection * this.controlConfig.curveCrouchMulSpeedByTime.EvaluateClampedTime(ref this.crouchTime, single1); movementScale.moveDirection = base.transform.TransformDirection(movementScale.moveDirection); if (!this.wasInAir) { movementScale.moveDirection = movementScale.moveDirection * this.controlConfig.curveLandingSpeedPenalty.EvaluateClampedTime(ref this.landingSpeedPenaltyTime, Time.deltaTime); } else { float single3 = movementScale.moveDirection.magnitude; if (!Mathf.Approximately(single3, this.magnitudeAir)) { movementScale.moveDirection = movementScale.moveDirection / single3; movementScale.moveDirection = movementScale.moveDirection * this.magnitudeAir; } } } if (DebugInput.GetKey(KeyCode.H)) { movementScale.moveDirection = movementScale.moveDirection * 100f; } cCMotor.input = movementScale; if (cCMotor.stepMode == CCMotor.StepMode.Elsewhere) { cCMotor.Step(); } } Character character = base.idMain; Crouchable crouchable = character.crouchable; if (character) { Angle2 angle2 = base.eyesAngles; Angle2 angle21 = base.eyesAngles; angle2.yaw = Mathf.DeltaAngle(0f, angle21.yaw + sample.yaw); angle2.pitch = base.ClampPitch(angle2.pitch + sample.pitch); base.eyesAngles = angle2; ushort num = character.stateFlags.flags; if (crouchable) { this.crouch_smoothing.AddSeconds((double)Time.deltaTime); crouchable.LocalPlayerUpdateCrouchState(cCMotor, ref sample.crouch, ref sample.info__crouchBlocked, ref this.crouch_smoothing); } int num1 = (!sample.aim ? 0 : 4) | (!sample.sprint ? 0 : 2) | (!sample.attack ? 0 : 8) | (!sample.attack2 ? 0 : 256) | (!sample.crouch ? 0 : 1) | (sample.strafe != 0f || sample.walk != 0f ? 64 : 0) | (!LockCursorManager.IsLocked() ? 128 : 0) | (!flag ? 16 : 0) | (!flag1 ? 0 : 32) | (!this.bleeding ? 0 : 512) | (!sample.lamp ? 0 : 2048) | (!sample.laser ? 0 : 4096) | (!sample.info__crouchBlocked ? 0 : 1024); character.stateFlags = num1; if (num != num1) { character.Signal_State_FlagsChanged(false); } } this.crouch_was_blocked = sample.info__crouchBlocked; if (sample.inventory) { RPOS.Toggle(); } if (Input.GetKeyDown(KeyCode.Escape)) { RPOS.Hide(); } }
private void UpdateLabelButton(out string field, int button) { field = DebugInput.DebugGetButtonName(button) + "=" + OuyaSDK.OuyaInput.GetButton(PlayerNum, button); }
public override void OnInspectorGUI() { DrawDefaultInspector(); DebugInput myTarget = (DebugInput)target; EditorGUILayout.LabelField("Debug keys for testing purposes. These will be automatically disabled on builds.", EditorStyles.helpBox); /* Not needed anymore * if (GUILayout.Button("Open DebugInput.cs")) * { * MonoScript monoscript = MonoScript.FromMonoBehaviour(myTarget); * string scriptPath = AssetDatabase.GetAssetPath(monoscript); * UnityEditorInternal.InternalEditorUtility.OpenFileAtLineExternal(scriptPath, 0); * } */ EditorGUILayout.Space(); EditorGUILayout.LabelField("Key Bindings", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Kill Current Character"); myTarget.keyKillCurrentCharacter = EditorGUILayout.TextField(myTarget.keyKillCurrentCharacter, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Warp Target To Current"); myTarget.keyWarpTargetToCurrent = EditorGUILayout.TextField(myTarget.keyWarpTargetToCurrent, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Display Comment On Target"); myTarget.keyChangeCommentOfTargetChar = EditorGUILayout.TextField(myTarget.keyChangeCommentOfTargetChar, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Move Target Left"); myTarget.keyMoveTargetCharLeft = EditorGUILayout.TextField(myTarget.keyMoveTargetCharLeft, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Move Target Right"); myTarget.keyMoveTargetCharRight = EditorGUILayout.TextField(myTarget.keyMoveTargetCharRight, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Run With Target"); myTarget.keyRunWithTargetChar = EditorGUILayout.TextField(myTarget.keyRunWithTargetChar, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Spawn Random Character"); myTarget.keySpawnRandomCharacter = EditorGUILayout.TextField(myTarget.keySpawnRandomCharacter, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Spawn Random Character Randomly"); myTarget.keySpawnRandomCharacterSomewhere = EditorGUILayout.TextField(myTarget.keySpawnRandomCharacterSomewhere, GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); /* Buttons * EditorGUILayout.Space(); * * EditorGUILayout.LabelField("Quick Actions", EditorStyles.boldLabel); * * if (GUILayout.Button("Warp Target To Current Position")) * { * myTarget.WarpTargetToCurrent(); * } * if (GUILayout.Button("Spawn Random Character Somewhere")) * { * myTarget.SpawnRandomCharacter(false); * } */ EditorGUILayout.Space(); EditorGUILayout.LabelField("Objects", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); //EditorGUILayout.LabelField("Target Character"); myTarget.targetChar = EditorGUILayout.ObjectField("Target Character", myTarget.targetChar, typeof(GameObject), true) as GameObject; EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("List Of Characters (asset)"); myTarget.listOfCharacters = EditorGUILayout.ObjectField(myTarget.listOfCharacters, typeof(Characters), false, GUILayout.ExpandWidth(true)) as Characters; EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); GUIStyle redLabel = new GUIStyle(EditorStyles.helpBox); redLabel.normal.textColor = new Color(0.5f, 0, 0); EditorGUILayout.LabelField("Notice: Interaction with spawned characters will not work perfectly yet.", redLabel); }
private void UpdateLabelAxis(out string field, int axis) { field = DebugInput.DebugGetAxisName(axis) + "=" + OuyaSDK.OuyaInput.GetAxis(PlayerNum, axis); }
/// <summary> /// Called when the inspector gets active. /// </summary> public void OnEnable() { this.instance = this.target as DebugInput; this.propertyFields = this.instance != null?ExposeProperties.GetProperties(this.instance) : null; }
/// <summary> /// Creates a new game to run in the program. /// </summary> /// <param name="title">The title of the window.</param> /// <param name="width">The width of the internal game resolution.</param> /// <param name="height">The height of the internal game resolution.</param> /// <param name="targetFramerate">The target framerate (for fixed framerate.)</param> /// <param name="fullscreen">Run the game in fullscreen.</param> public Game(string title = "Game", int width = 640, int height = 480, int targetFramerate = 60, bool fullscreen = false) { Sessions = new List <Session>(); Scenes = new Stack <Scene>(); Surfaces = new List <Surface>(); SaveData = new DataSaver(Filepath); OptionsData = new DataSaver(Filepath); ConfigData = new DataSaver(Filepath); ConfigData.ExportMode = DataSaver.DataExportMode.Config; GameFolder = "ottergame"; QuitButton.AddKey(Key.Escape); cameraZoom = 1; cameraAngle = 0; Width = width; Height = height; this.title = title; WindowWidth = width; WindowHeight = height; WindowFullscreen = fullscreen; ShowDebugger = false; TargetFramerate = (int)Util.Clamp(targetFramerate, 999); Surface = new Surface(width, height); Surface.CenterOrigin(); Surface.Game = this; AspectRatio = width / (float)height; Draw.Target = Surface; Draw.GameTarget = Surface; Input = new Input(this); DebugInput = new DebugInput(this); Coroutine = new Coroutine(this); Tweener = new Tweener(); for (int i = 0; i < fpsLogSize; i++) { fpsTimes.Add(targetFramerate); } frameTime = 1000f / TargetFramerate; skipTime = frameTime * 2; #if DEBUG try { Console.Title = string.Format("{0} Debug Console ᶜ(ᵔᴥᵔ)ᵓ", title); } catch { // No console } Console.WriteLine("[ Otter is running in debug mode! ]"); Debugger = new Utility.Debugger(this); #endif HasFocus = true; Instance = this; }
private void ProcessInput(ref InputSample sample) { bool isGrounded; bool isSliding; CCMotor ccmotor = base.ccmotor; if (ccmotor != null) { CCMotor.InputFrame frame; isGrounded = ccmotor.isGrounded; isSliding = ccmotor.isSliding; if (!isGrounded && !isSliding) { sample.sprint = false; sample.crouch = false; sample.aim = false; sample.info__crouchBlocked = false; if (!this.wasInAir) { this.wasInAir = true; this.magnitudeAir = ccmotor.input.moveDirection.magnitude; this.midairStartPos = base.transform.position; } this.lastFrameVelocity = ccmotor.velocity; } else if (this.wasInAir) { this.wasInAir = false; this.magnitudeAir = 1f; this.landingSpeedPenaltyTime = 0f; if ((base.transform.position.y < this.midairStartPos.y) && (Mathf.Abs((float)(base.transform.position.y - this.midairStartPos.y)) > 2f)) { base.idMain.GetLocal <FallDamage>().SendFallImpact(this.lastFrameVelocity); } this.lastFrameVelocity = Vector3.zero; this.midairStartPos = Vector3.zero; } bool flag3 = sample.crouch || sample.info__crouchBlocked; frame.jump = sample.jump; frame.moveDirection.x = sample.strafe; frame.moveDirection.y = 0f; frame.moveDirection.z = sample.walk; frame.crouchSpeed = !sample.crouch ? 1f : -1f; if (frame.moveDirection != Vector3.zero) { float num2; float num3; float magnitude = frame.moveDirection.magnitude; if (magnitude < 1f) { frame.moveDirection = (Vector3)(frame.moveDirection / magnitude); magnitude *= magnitude; frame.moveDirection = (Vector3)(frame.moveDirection * magnitude); } else if (magnitude > 1f) { frame.moveDirection = (Vector3)(frame.moveDirection / magnitude); } if (InputSample.MovementScale < 1f) { if (InputSample.MovementScale > 0f) { frame.moveDirection = (Vector3)(frame.moveDirection * InputSample.MovementScale); } else { frame.moveDirection = Vector3.zero; } } Vector3 moveDirection = frame.moveDirection; moveDirection.x *= this.controlConfig.sprintScaleX; moveDirection.z *= this.controlConfig.sprintScaleY; if ((sample.sprint && !flag3) && !sample.aim) { num2 = Time.deltaTime * this.sprintInMulTime; } else { sample.sprint = false; num2 = -Time.deltaTime; } frame.moveDirection += (Vector3)(moveDirection * this.controlConfig.curveSprintAddSpeedByTime.EvaluateClampedTime(ref this.sprintTime, num2)); if (flag3) { num3 = Time.deltaTime * this.crouchInMulTime; } else { num3 = -Time.deltaTime; } frame.moveDirection = (Vector3)(frame.moveDirection * this.controlConfig.curveCrouchMulSpeedByTime.EvaluateClampedTime(ref this.crouchTime, num3)); frame.moveDirection = base.transform.TransformDirection(frame.moveDirection); if (this.wasInAir) { float a = frame.moveDirection.magnitude; if (!Mathf.Approximately(a, this.magnitudeAir)) { frame.moveDirection = (Vector3)(frame.moveDirection / a); frame.moveDirection = (Vector3)(frame.moveDirection * this.magnitudeAir); } } else { frame.moveDirection = (Vector3)(frame.moveDirection * this.controlConfig.curveLandingSpeedPenalty.EvaluateClampedTime(ref this.landingSpeedPenaltyTime, Time.deltaTime)); } } else { this.sprinting = false; this.exitingSprint = false; this.sprintTime = 0f; this.crouchTime = !sample.crouch ? 0f : this.controlConfig.curveCrouchMulSpeedByTime.GetEndTime(); this.magnitudeAir = 1f; } if (DebugInput.GetKey(KeyCode.H)) { frame.moveDirection = (Vector3)(frame.moveDirection * 100f); } ccmotor.input = frame; if (ccmotor.stepMode == CCMotor.StepMode.Elsewhere) { ccmotor.Step(); } } else { isSliding = false; isGrounded = true; } Character idMain = base.idMain; Crouchable crouchable = idMain.crouchable; if (idMain != null) { Angle2 eyesAngles = base.eyesAngles; eyesAngles.yaw = Mathf.DeltaAngle(0f, base.eyesAngles.yaw + sample.yaw); eyesAngles.pitch = base.ClampPitch((float)(eyesAngles.pitch + sample.pitch)); base.eyesAngles = eyesAngles; ushort flags = idMain.stateFlags.flags; if (crouchable != null) { this.crouch_smoothing.AddSeconds((double)Time.deltaTime); crouchable.LocalPlayerUpdateCrouchState(ccmotor, ref sample.crouch, ref sample.info__crouchBlocked, ref this.crouch_smoothing); } int num6 = ((((((((((((!sample.aim ? 0 : 4) | (!sample.sprint ? 0 : 2)) | (!sample.attack ? 0 : 8)) | (!sample.attack2 ? 0 : 0x100)) | (!sample.crouch ? 0 : 1)) | (((sample.strafe == 0f) && (sample.walk == 0f)) ? 0 : 0x40)) | (!LockCursorManager.IsLocked() ? 0x80 : 0)) | (!isGrounded ? 0x10 : 0)) | (!isSliding ? 0 : 0x20)) | (!this.bleeding ? 0 : 0x200)) | (!sample.lamp ? 0 : 0x800)) | (!sample.laser ? 0 : 0x1000)) | (!sample.info__crouchBlocked ? 0 : 0x400); idMain.stateFlags = num6; if (flags != num6) { idMain.Signal_State_FlagsChanged(false); } } this.crouch_was_blocked = sample.info__crouchBlocked; if (sample.inventory) { RPOS.Toggle(); } if (Input.GetKeyDown(KeyCode.Escape)) { RPOS.Hide(); } }
/// <summary> /// Called when the inspector gets active. /// </summary> public void OnEnable() { this.instance = this.target as DebugInput; this.propertyFields = this.instance != null ? ExposeProperties.GetProperties(this.instance) : null; }