Пример #1
0
 ///////////////////////////////////////////////////////////////////////////////
 // Function
 ///////////////////////////////////////////////////////////////////////////////
 new void Awake() {
     base.Awake();
     levelName = GameLevel.Battle.ToString();
     instance = this;
     input = GetComponent<GameInput>();
     input.enabled = false;
 }
Пример #2
0
 private void button1_Click(object sender, EventArgs e)
 {
     if (waitLabel != null) return;
     upkeylabel.Text = "Waiting...";
     waitKey = GameInput.Up;
     waitLabel = upkeylabel;
 }
Пример #3
0
 private void button3_Click(object sender, EventArgs e)
 {
     if (waitLabel != null) return;
     selectkeylabel.Text = "Waiting...";
     waitKey = GameInput.Select;
     waitLabel = selectkeylabel;
 }
Пример #4
0
        public Grabber(Player player, GameInput gameInput)
            : base(player,gameInput)
        {
            createArcModel();
            createMuzzleModel();

            icon.setMaterial("hud\\grabber_icon.xmf");
        }
Пример #5
0
        public TerrainGun(Player player, GameInput gameInput)
            : base(player, gameInput)
        {
            icon.setMaterial("hud\\terrain_icon.xmf");

            ensureType();

            generateGhost();
        }
Пример #6
0
        public GameMenu(Player parent, GameInput input)
            : base(parent, input)
        {
            weaponModel.isVisible = false;
            icon.isVisible = false;

            MenuUi = new Menu(this);
            MenuUi.isVisible = false;
            Scene.guis.Add(MenuUi);
        }
Пример #7
0
	void Awake()
	{
		if(instance != null){
			Destroy(this.gameObject);
			return;
		}

		instance = this;
		DontDestroyOnLoad(gameObject);
	}
Пример #8
0
        public Spawner(Player player, GameInput gameInput)
            : base(player, gameInput)
        {
            template = gameWindow.templateLoader.getTemplate(tempId);
            generateGhost();

            generateGrid();

            icon.setMaterial("hud\\spawner_icon.xmf");
        }
Пример #9
0
 public void Setup(GameInput.GameButton button)
 {
     this.labelName.Text = button.Name;
     this.keyOne.Text = button.bindingOne.ToString();
     this.keyTwo.Text = button.bindingTwo.ToString();
     if (this.keyOne.Text == "None")
     {
         this.keyOne.Text = " ";
     }
     if (this.keyTwo.Text == "None")
     {
         this.keyTwo.Text = " ";
     }
 }
Пример #10
0
    // LoadContent
    protected override void LoadContent()
    {
        // create the GameInput - UI depends on this
        GameInput = new GameInput( (int)E_UiButton.Count, (int)E_UiAxis.Count );

        // setup the UI's input mappings
        _UI.SetupControls( GameInput );

        // setup the UI with default settings
        _UI.Startup( this, GameInput );

        // add the initial UI screen
        _UI.Screen.AddScreen( new UI.ScreenTest() );

        base.LoadContent();
    }
Пример #11
0
        public Player(Scene parent, Vector3 spawnPos, Vector3 viewDir, GameInput gameInput)
        {
            Parent = parent;
            this.gameInput = gameInput;

            //create hud renderer
            hud = new Hud(this);
            parent.guis.Add(hud);

            Position = spawnPos;
            PointingDirection = viewDir;

            upVector = new Vector3(0, 1, 0);
            zNear = 0.1f;
            zFar = 100;

            Shape boxShape = new BoxShape(new JVector(0.5f, 2, 0.5f));

            Body = new RigidBody(boxShape);
            Body.Position = new JVector(Position.X, Position.Y, Position.Z);
            Body.AllowDeactivation = false;

            JMatrix mMatrix = JMatrix.Identity;

            //mBody.SetMassProperties(mMatrix, 2,false);

            Jitter.Dynamics.Constraints.SingleBody.FixedAngle mConstraint = new Jitter.Dynamics.Constraints.SingleBody.FixedAngle(Body);

            parent.world.AddConstraint(mConstraint);
            parent.world.AddBody(Body);

            viewInfo = new ViewInfo(this);
            viewInfo.aspect = (float)gameWindow.Width / (float)gameWindow.Height;
            viewInfo.updateProjectionMatrix();

            tools.Add(new GameMenu(this, gameInput));
            tools.Add(new Spawner(this, gameInput));
            tools.Add(new Grabber(this, gameInput));
            tools.Add(new Remover(this, gameInput));
            tools.Add(new TerrainGun(this, gameInput));

            tool = tools[1];
        }
Пример #12
0
        //Vector3 rawRotation;//, rotation;

        public Tool(Player parent, GameInput gameInput)
        {
            Parent = parent;

            this.gameInput = gameInput;

            raycastCallback = new RaycastCallback(mRaycastCallback);

            slot = getSlot();

            icon = new GuiElement(this.parent.hud);
            icon.setSizeRel(new Vector2(256, 128));

            iconPos       = new Vector2(-0.8f, 0.8f - slot * iconDist);
            smoothIconPos = iconPos;
            icon.Position = smoothIconPos;

            icon.setMaterial("hud\\blank_icon.xmf");

            createWeaponModel();
        }
Пример #13
0
        //Vector3 rawRotation;//, rotation;
        public Tool(Player parent, GameInput gameInput)
        {
            Parent = parent;

            this.gameInput = gameInput;

            raycastCallback = new RaycastCallback(mRaycastCallback);

            slot = getSlot();

            icon = new GuiElement(this.parent.hud);
            icon.setSizeRel(new Vector2(256, 128));

            iconPos = new Vector2(-0.8f, 0.8f - slot * iconDist);
            smoothIconPos = iconPos;
            icon.Position = smoothIconPos;

            icon.setMaterial("hud\\blank_icon.xmf");

            createWeaponModel();
        }
Пример #14
0
    // Update is called once per frame
    void Update()
    {
        horizontal = GameInput.GetAxisRaw(GameInput.AxisType.HORIZONTAL);
        vertical   = GameInput.GetAxisRaw(GameInput.AxisType.VERTICAL);

        if ((horizontal > 0 || vertical > 0) && GetComponent <PlayerInventory>().isPicking)
        {
            walkTimer -= Time.deltaTime;
            if (walkTimer < 0f)
            {
                SoundManager.Instance.PlaySound(SoundManager.SoundList.PAS);
                walkTimer = walkInterval;
            }

            if (surBuisson)
            {
                surBuissonTimer -= Time.deltaTime;
                if (surBuissonTimer < 0f)
                {
                    SoundManager.Instance.PlaySound(SoundManager.SoundList.BUISSON);
                    surBuissonTimer = surBuissonInterval;
                }
            }

            if (surFeuillage)
            {
                surFeuillageTimer -= Time.deltaTime;
                if (surFeuillageTimer < 0f)
                {
                    SoundManager.Instance.PlaySound(SoundManager.SoundList.FEUILLAGE);
                    surFeuillageTimer = surFeuillageInterval;
                }
            }
        }

        Vector3 dir = Vector3.Normalize(new Vector3(horizontal, vertical, 0)) * speed;

        horizontal = dir.x;
        vertical   = dir.y;
    }
Пример #15
0
        private void applySaveGame(SaveGame save)
        {
            Game.knowledge = save.Knowledge;

            // Models
            gameInput    = new GameInput();
            gameDialogue = new DialogueModel();

            levelModel                 = new LevelModel(LevelLoader.Load(save.LevelName, ll));
            characterModel             = new CharacterModel(levelModel.Avatar);
            characterModel.character.X = save.X;
            characterModel.character.Y = save.Y;

            // Controllers
            gameInputController = new GameInputController();
            gameInputController.SetModel(gameInput);

            characterController = new CharacterController();
            characterController.SetModel(characterModel);
            characterController.setInput(gameInput);
            characterController.SetLevel(levelModel);

            dialogueController = new DialogueController();
            dialogueController.setInput(gameInput);
            dialogueController.SetModel(gameDialogue);
            dialogueController.SetLevel(levelModel);

            levelController = new LevelController();
            levelController.SetModel(levelModel);
            levelController.SetInput(gameInput);
            levelController.SetDialogue(gameDialogue);

            buffers = new BooleanCanvas[]
            {
                new BooleanCanvas(GetWidth(), GetHeight()),
                new BooleanCanvas(GetWidth(), GetHeight())
            };

            bufferIndex = 0;
        }
Пример #16
0
    protected override void OnUpdate()
    {
        var posArray = group.ToComponentArray <Transform>();

        Entities.ForEach((Entity entity, ref TargetPosition targetPos, ref MoveSpeed moveSpeed, ref LocomotionState curLocoStateObj, ref PosSynchInfo synchInfo) => {
            if (curLocoStateObj.LocoState == LocomotionState.State.BeHit || curLocoStateObj.LocoState == LocomotionState.State.Dead)
            {
                return;
            }
            var input = GameInput.GetInstance().JoystickDir;
            // Debug.Log("input.sqrMagnitude:"+input.sqrMagnitude);
            if (input.sqrMagnitude > 0)
            {
                var forward            = SceneMgr.Instance.MainCameraTrans.TransformDirection(Vector3.forward);
                forward.y              = 0;
                var right              = SceneMgr.Instance.MainCameraTrans.TransformDirection(Vector3.right);
                float3 targetDirection = input.x * right + input.y * forward;
                targetDirection.y      = 0;
                targetDirection        = Vector3.Normalize(targetDirection);
                float3 curPos          = posArray[0].localPosition;
                var speed              = moveSpeed.Value;
                float3 newTargetPos;
                if (speed > 0)
                {
                    newTargetPos = curPos + targetDirection * (speed / GameConst.SpeedFactor * 0.10f);//延着方向前进0.10秒为目标坐标
                }
                else
                {
                    newTargetPos = curPos;
                }
                newTargetPos.y  = targetPos.Value.y;
                targetPos.Value = newTargetPos;
                // Debug.Log("targetDirection : "+newTargetPos.x+" "+newTargetPos.y+" "+newTargetPos.z);
            }
            else
            {
                targetPos.Value = posArray[0].localPosition;
            }
        });
    }
Пример #17
0
    protected override void OnUpdate()
    {
        float dt             = Time.deltaTime;
        var   targetPosArray = group.GetComponentDataArray <TargetPosition>();
        var   posArray       = group.GetComponentArray <Transform>();
        var   moveSpeedArray = group.GetComponentDataArray <MoveSpeed>();

        var input = GameInput.GetInstance().JoystickDir;

        if (input.sqrMagnitude > 0)
        {
            var forward = SceneMgr.Instance.MainCameraTrans.TransformDirection(Vector3.forward);
            forward.y = 0;
            var    right           = SceneMgr.Instance.MainCameraTrans.TransformDirection(Vector3.right);
            float3 targetDirection = input.x * right + input.y * forward;
            targetDirection.y = 0;
            targetDirection   = Vector3.Normalize(targetDirection);
            float3 curPos       = posArray[0].localPosition;
            var    speed        = moveSpeedArray[0].Value;
            var    newTargetPos = new TargetPosition();
            if (speed > 0)
            {
                newTargetPos.Value = curPos + targetDirection * (speed / GameConst.SpeedFactor * 0.10f);//延着方向前进0.10秒为目标坐标
            }
            else
            {
                newTargetPos.Value = curPos;
            }
            newTargetPos.Value.y = targetPosArray[0].Value.y;
            // Debug.Log("targetDirection : "+newTargetPos.Value.x+" "+newTargetPos.Value.y+" "+newTargetPos.Value.z);
            targetPosArray[0] = newTargetPos;
        }
        else
        {
            var newTargetPos = new TargetPosition {
                Value = posArray[0].localPosition
            };
            targetPosArray[0] = newTargetPos;
        }
    }
Пример #18
0
 private void Update()
 {
     if (this.isActive)
     {
         if (GameInput.GetButtonDown(GameInput.Button.PDA) && !Player.main.GetPDA().isOpen&& !Builder.isPlacing)
         {
             if (energyMixin.charge > 0f)
             {
                 Player.main.GetPDA().Close();
                 uGUI_BuilderMenu.Show();
                 handleInputFrame = Time.frameCount;
             }
         }
         if (Builder.isPlacing)
         {
             if (Player.main.GetLeftHandDown())
             {
                 UWE.Utils.lockCursor = true;
             }
             if (UWE.Utils.lockCursor && GameInput.GetButtonDown(GameInput.Button.AltTool))
             {
                 if (Builder.TryPlace())
                 {
                     Builder.End();
                 }
             }
             else if (this.handleInputFrame != Time.frameCount && GameInput.GetButtonDown(GameInput.Button.Deconstruct))
             {
                 Builder.End();
             }
             FPSInputModule.current.EscapeMenu();
             Builder.Update();
         }
         if (!uGUI_BuilderMenu.IsOpen() && !Builder.isPlacing)
         {
             this.UpdateText();
             this.HandleInput();
         }
     }
 }
        public void Update()
        {
            if (laserCannonEnabled)
            {
                if (energyMixin.charge < energyMixin.capacity * 0.1f)
                {
                    if (idleTimer > 0f)
                    {
                        toggle    = false;
                        shoot     = false;
                        repeat    = false;
                        idleTimer = Mathf.Max(0f, idleTimer - Time.deltaTime);
                        HandReticle.main.SetInteractText("Warning!\nLow Power!", "Laser Cannon Disabled!", false, false, HandReticle.Hand.None);
                        Modules.SetInteractColor(Modules.Colors.Red);
                    }
                    else
                    {
                        idleTimer = 3;
                        seamoth.SlotKeyDown(slotID);
                    }
                }

                if (toggle)
                {
                    if (GameInput.GetButtonDown(GameInput.Button.LeftHand))
                    {
                        shoot = true;
                    }
                    if (GameInput.GetButtonUp(GameInput.Button.LeftHand))
                    {
                        shoot = false;
                        laserBeam.SetActive(false);
                    }
                    if (shoot)
                    {
                        RepeatCycle(Time.time, 0.4f);
                    }
                }
            }
        }
Пример #20
0
 void Update()
 {
     if (this.rigidbody.position.z > 1.4f &&
         this.rigidbody.position.z < 1.90f)
     {
         Properties.S_CantakeInputs = true;
         if (GameInput.Get() != null)
         {
             GameInput.Get().m_LineCrossed = false;
         }
         //  Debug.Log("I am checking for puck position here" + this.rigidbody.position.z);
     }
     else
     {
         //  Debug.Log("Stopping the inputs since puck is not in the input zone" + this.rigidbody.position.z);
         Properties.S_CantakeInputs = false;
         if (GameInput.Get() != null)
         {
             GameInput.Get().m_LineCrossed = true;
         }
     }
 }
Пример #21
0
    void RotateEnemy(RotateType rotateType, float dRotate, float velocityX)
    {
        float dirX = 0;

        switch (rotateType)
        {
        case RotateType.Player:
        {
            dirX = GameManager.player.transform.position.x - transform.position.x;
        } break;

        case RotateType.MoveDir:
        {
            dirX = velocityX;
        } break;

        case RotateType.Mouse:
        {
            Vector2 difference = GameInput.GetDirToMouse(transform.position);
            float   rotZ       = difference == Vector2.zero ? 0 : Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
            transform.localRotation = Quaternion.Euler(0f, 0f, (difference.x >= 0 ? rotZ : 180f - rotZ) * transform.up.y);
        } break;

        case RotateType.MouseX:
        {
            dirX = GameInput.GetDirToMouse(transform.position).x;
        } break;

        case RotateType.Linear:
        {
            transform.Rotate(0, 0, dRotate * Time.deltaTime);
        } break;
        }

        if (dirX != 0 && Mathf.Sign(dirX) != Mathf.Sign(transform.right.x))
        {
            transform.Rotate(0, 180, 0);
        }
    }
        public async Task UpdateAsync(int id, GameInput gameInput)
        {
            try
            {
                ValidateGameInput(gameInput);

                var game = await repository.FindAsync(id);

                if (game == null)
                {
                    throw new NotFoundException(String.Format(GameNotFoundMessage, id));
                }

                game.Title      = gameInput.Title;
                game.IsBorrowed = gameInput.IsBorrowed;
                await repository.UpdateAsync(id, game);
            }
            catch (Exception exception)
            {
                throw new GameUsecaseException(FailureUpdatingGameDataMessage, exception);
            }
        }
        public async Task <GameOutput> CreateAsync(GameInput gameInput)
        {
            try
            {
                ValidateGameInput(gameInput);

                var game = new Game
                {
                    Title      = gameInput.Title,
                    IsBorrowed = gameInput.IsBorrowed
                };

                await repository.CreateAsync(game);

                var gameOutput = presenter.ToOutput(game);
                return(gameOutput);
            }
            catch (Exception exception)
            {
                throw new GameUsecaseException(FailureCreatingGameDataMessage, exception);
            }
        }
Пример #24
0
        public void AttemptBlink(Shark shark)
        {
            if (!shark.energyInterface.hasCharge && GameModeUtils.RequiresPower())
            {
                return;
            }

            Vector3 targetPos = Vector3.zero;

            if (GameInput.GetMoveDirection().magnitude > 0f)
            {
                targetPos = shark.transform.position + shark.useRigidbody.velocity.normalized * 25f;
            }
            else
            {
                targetPos = shark.transform.position + shark.transform.forward * 25f;
            }

            targetPos.y = Mathf.Clamp(targetPos.y, Ocean.main.GetOceanLevel() - 3000f, Ocean.main.GetOceanLevel());

            var hits = Physics.RaycastAll(shark.transform.position, shark.useRigidbody.velocity.normalized, 30f);

            foreach (RaycastHit hit in hits)
            {
                if (hit.transform.GetComponentInParent <Shark>())
                {
                    continue;
                }

                targetPos = hit.point + hit.normal.normalized * 5f;
                break;
            }

            shark.transform.position = targetPos;

            shark.fxControl.blinkFX.Play(true);

            Utils.PlayFMODAsset(blinkSound, transform);
        }
Пример #25
0
        public IActionResult Put(string id, [FromBody] GameInput model)
        {
            _logger.LogDebug($"Updating a game with id {id}");

            if (!ModelState.IsValid)
            {
                return(BadRequest(ModelState));
            }

            var game = _gamesRepository.GetById(id);

            if (game == null)
            {
                return(NotFound());
            }

            model.MapToGame(game);

            _gamesRepository.Update(game);

            return(Ok(game.WrapData()));
        }
Пример #26
0
 private void UpdateNew()
 {
     if (!GameState.IsTransitionInProgress)
     {
         this.UpdateTimeScale();
     }
     if (GameUtilities.Instance.UIHelper_KeyInputAvailable)
     {
         if (GameInput.GetControlDown(MappedControl.RESTORE_SPEED, true))
         {
             this.TimeScale = this.NormalTime;
         }
         else if (GameInput.GetControlDown(MappedControl.SLOW_TOGGLE, true))
         {
             this.ToggleSlow();
         }
         else if (GameInput.GetControlDown(MappedControl.FAST_TOGGLE, true))
         {
             this.ToggleFast();
         }
     }
 }
Пример #27
0
        private static void Init()
        {
            if (gameInput == null)
            {
                gameInput = new GameInput();

                //Console
                gameInput.Console.ToggleConsole.performed += OnToggleConsole;
                gameInput.Console.AutoComplete.performed  += OnAutoComplete;
                gameInput.Console.HistoryUp.performed     += OnHistoryUp;
                gameInput.Console.HistoryDown.performed   += OnHistoryDown;
                gameInput.Console.SubmitInput.performed   += OnSubmitInput;

                //MenuController
                gameInput.MenuController.Close.performed += OnMenuClose;

                //StartVideo
                gameInput.StartVideo.Skip.performed += OnStartVideoSkip;

                //Debug menu
                gameInput.DebugMenu.ToggleMenu.performed += OnDebugMenuToggle;

                //Player
                gameInput.Player.ScoreBoard.performed      += OnPlayerScoreBoard;
                gameInput.Player.Suicide.performed         += OnPlayerSuicide;
                gameInput.Player.Jump.performed            += OnPlayerJump;
                gameInput.Player.Pause.performed           += OnPlayerPause;
                gameInput.Player.WeaponSelection.performed += OnPlayerWeaponSelection;
                gameInput.Player.ShootWeapon.performed     += OnPlayerWeaponShoot;
                gameInput.Player.ReloadWeapon.performed    += OnPlayerReloadWeapon;

                //Chat
                gameInput.Chat.SubmitChat.performed += OnChatSubmit;
                gameInput.Chat.ToggleChat.performed += OnChatToggle;

                Application.quitting += ShutdownInput;
            }
        }
Пример #28
0
    public void Update()
    {
        if (!canUpdate)
        {
            return;
        }

        GameInput.Update();

        // Move the cursor
        if (GameInput.GetScrollUpButtonDown(playerNumber))
        {
            tower.MoveUp();
        }
        else if (GameInput.GetScrollDownButtonDown(playerNumber))
        {
            tower.MoveDown();
        }
        if (GameInput.GetScrollLeftButtonDown(playerNumber))
        {
            tower.MoveLeft();
        }
        else if (GameInput.GetScrollRightButtonDown(playerNumber))
        {
            tower.MoveRight();
        }

        // Check for actions
        for (int i = 0; i < tribes.Length; ++i)
        {
            if (GameInput.GetTribeButtonDown(i, playerNumber))
            {
                tower.PerformAction(tribes[i]);
            }
        }

        CheckTribeUnitLimits();
    }
Пример #29
0
    void GetDirectionFromInput()
    {
        float inputValX = GameInput.GetHorizontal(pCode);
        float inputValY = GameInput.GetVertical(pCode);

        if (inputValX < 0)
        {
            idleX      = -1;
            directionX = -1;
        }
        else if (inputValX > 0)
        {
            idleX      = 1;
            directionX = 1;
        }

        if (inputValY < 0)
        {
            directionY = -1;
            if (inputValX == 0)
            {
                directionX = 0;
            }
        }
        else if (inputValY > 0)
        {
            directionY = 1;
            if (inputValX == 0)
            {
                directionX = 0;
            }
        }
        else
        {
            directionY = 0;
            directionX = idleX;
        }
    }
Пример #30
0
        // Token: 0x06002B9E RID: 11166 RVA: 0x001043C0 File Offset: 0x001025C0
        public static void ShowRotationControlsHint()
        {
            GameInput.Device primaryDevice = GameInput.GetPrimaryDevice();
            int    numBindingSets          = GameInput.GetNumBindingSets();
            string text  = string.Empty;
            string text2 = string.Empty;

            for (int i = 0; i < numBindingSets; i++)
            {
                string binding = GameInput.GetBinding(primaryDevice, MultiplayerBuilder.buttonRotateCW, (GameInput.BindingSet)i);
                if (!string.IsNullOrEmpty(binding))
                {
                    if (text.Length > 0)
                    {
                        text += ", ";
                    }
                    text += Language.main.Get(binding);
                }
                string binding2 = GameInput.GetBinding(primaryDevice, MultiplayerBuilder.buttonRotateCCW, (GameInput.BindingSet)i);
                if (!string.IsNullOrEmpty(binding2))
                {
                    if (text2.Length > 0)
                    {
                        text2 += ", ";
                    }
                    text2 += Language.main.Get(binding2);
                }
            }
            if (text.Length > 0 || text2.Length > 0)
            {
                string format = Language.main.GetFormat("GhostRotateInputHint", new object[]
                {
                    text,
                    text2
                });
                Console.WriteLine(format, default(Vector3));
            }
        }
Пример #31
0
        public Hit RegisterHit(InputType inputType, GameInput gameInput)
        {
            var time = clock.CurrentTime;

            // Update currently held inputs
            switch (inputType)
            {
            case InputType.Pressed:
                if (downSince.ContainsKey(gameInput) && !double.IsNaN(downSince[gameInput]))
                {
                    Logger.Log($"{gameInput} is already down!", level: LogLevel.Debug);
                }
                downSince[gameInput] = time;
                break;

            case InputType.Released:
                if (downSince.ContainsKey(gameInput) && double.IsNaN(downSince[gameInput]))
                {
                    Logger.Log($"{gameInput} is already up!", level: LogLevel.Debug);
                }
                downSince[gameInput] = double.NaN;
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(inputType), inputType, null);
            }

            var pressType = getPressType(gameInput, time);

            Logger.Log($"{gameInput} {inputType} @ {time}, {pressType}");

            return(new Hit
            {
                Judgement = Judgement.CoolPlus,
                OffsetMilliseconds = TimingWindows.CoolPlus,
                CorrectButton = true,
            });
        }
Пример #32
0
 public static void ToggleWalkMode()
 {
     if (UIWindowManager.KeyInputAvailable)
     {
         if (GameInput.GetControlUp(MappedControl.Deprecated_CHANT_EDITOR))
         {
             WalkMode = !WalkMode;
             string msg;
             Color  color;
             if (WalkMode)
             {
                 msg   = "It is a nice day for a walk";
                 color = Color.green;
             }
             else
             {
                 msg   = "Time to move.  We can sight see later!";
                 color = Color.red;
             }
             Console.AddMessage(msg, color);
         }
     }
 }
Пример #33
0
        private static void RegisterNewButton(string name, string key, Button button, Device device)
        {
            var bind = new Tuple <Device, Button, string>(device, button, key);

            if (RegisteredButtons.Contains(bind))
            {
                return;
            }

            RegisteredButtons.Add(bind);
            LanguageHandler.SetLanguageLine($"Option{name}", name);
            Language.main.LoadLanguageFile(Language.main.GetCurrentLanguage());
            GameInput.AddKeyInput(name, KeyCodeUtils.StringToKeyCode(key), device);
            GameInput.instance.Initialize();
            for (int i = 0; i < GameInput.numDevices; i++)
            {
                GameInput.SetupDefaultBindings((GameInput.Device)i);
            }
            foreach (Tuple <Device, Button, string> binding in RegisteredButtons)
            {
                GameInput.SafeSetBinding(binding.Item1, binding.Item2, BindingSet.Primary, binding.Item3);
            }
        }
Пример #34
0
 void Start()
 {
     if (!gameInput)
     {
         gameInput = GetComponent <GameInput>();
     }
     if (!ledgeCol)
     {
         ledgeCol = GetComponent <LedgeColliding>();
     }
     if (!jump)
     {
         jump = GetComponent <Jump>();
     }
     if (!gravity)
     {
         gravity = GetComponent <Gravity>();
     }
     if (!rigidbody)
     {
         rigidbody = GetComponent <Rigidbody>();
     }
 }
Пример #35
0
 static bool Prefix(uGUI_OptionsPanel __instance)
 {
     __instance.AddGeneralTab();
     __instance.AddGraphicsTab();
     if (GameInput.IsKeyboardAvailable())
     {
         __instance.AddKeyboardTab();
     }
     if (GameInput.IsControllerAvailable())
     {
         __instance.AddControllerTab();
     }
     __instance.AddAccessibilityTab();
     if (!PlatformUtils.isConsolePlatform)
     {
         __instance.AddTroubleshootingTab();
     }
     if (__instance != null)
     {
         AddJukeBoxTab(__instance);
     }
     return(false);
 }
Пример #36
0
 public virtual void CheckShooting()
 {
     if (GameInput.GetPlayerShooting(character.charact) /*&& gun == 1*/)
     {
         if (timer >= timeBetweenBullet)
         {
             GameObject baladisparada = (GameObject)Instantiate(bala, bala.transform.position, bala.transform.rotation);
             baladisparada.transform.RotateAround(baladisparada.transform.position, Vector3.forward, Random.Range(-dispersion, dispersion));
             baladisparada.SetActive(true);
             if (character.charact == Personaje.Pjs.PJ1)
             {
                 baladisparada.layer = LayerMask.NameToLayer("ShotsPlayer1");
             }
             else
             {
                 baladisparada.layer = LayerMask.NameToLayer("ShotsPlayer2");
             }
             character.SetRecoil(recoil, recoilMagnitude);
             timer = 0;
             CheckAmmo();
         }
     }
 }
        public void ExecuteFunction()
        {
            if (Taiyou.TaiyouGlobal.PlayerObj.PlayerIsDead)
            {
                return;
            }
            if (CallEventWhenColide)
            {
                if (!TileColisionActionToggle && !TileScriptActionKey)
                {
                    TileColisionActionToggle = true;
                    Taiyou.Event.TriggerEvent(EventToCallWhenColide);
                }

                if (TileScriptActionKey)
                {
                    if (GameInput.GetInputState("ACTION_KEY", ShowInViewer: true))
                    {
                        Taiyou.Event.TriggerEvent(EventToCallWhenColide);
                    }
                }
            }
        }
Пример #38
0
 void Start()
 {
     if (!ledgeCol)
     {
         ledgeCol = GetComponent <LedgeColliding>();
     }
     if (!jump)
     {
         jump = GetComponent <Jump>();
     }
     if (!gameInput)
     {
         gameInput = GetComponent <GameInput>();
     }
     if (!rigidbody)
     {
         rigidbody = GetComponent <Rigidbody>();
     }
     if (!cameraMovement)
     {
         cameraMovement = GetComponent <CameraMovement>();
     }
 }
    void Fire()
    {
        if (IsFireable() && GameInput.GetMissle(pCode))
        {
            if (missileFireSFX != null && sfx != null && lockedEnemies.Count > 0)
            {
                sfx.PlayOneShot(missileFireSFX);
            }

            foreach (GameObject target in lockedEnemies)
            {
                GameObject         missile = Instantiate(missilePrefab, this.transform);
                PlayerMissile      pm      = missile.transform.GetComponent <PlayerMissile>();
                ProjectileWhoShoot who     = missile.transform.GetComponent <ProjectileWhoShoot>();

                pm.SetTarget(target);
                who.who = transform.gameObject;
                missile.transform.SetParent(null);
            }

            lockedEnemies.Clear();
        }
    }
Пример #40
0
 private void Update()
 {
     if (MainCamera.ScreenPointRaycast(GameInput.position, out hitInfo, 1 << layer))
     {
         if (GameInput.BeginTouch())
         {
             Draggable drag = hitInfo.collider.GetComponent <Draggable>();
             if (drag)
             {
                 dragStart           = hitInfo.point;
                 joint               = gameObject.AddComponent <ConfigurableJoint>();
                 joint.xMotion       = ConfigurableJointMotion.Locked;
                 joint.yMotion       = ConfigurableJointMotion.Locked;
                 joint.zMotion       = ConfigurableJointMotion.Locked;
                 joint.connectedBody = drag.rigid;
             }
         }
     }
     if (GameInput.EndTouch())
     {
         Destroy(joint);
     }
 }
Пример #41
0
        internal static void InitSLOTKEYS()
        {
            SLOTKEYS.Clear();
            SLOTKEYSLIST.Clear();

            SLOTKEYS.Add("Slot1", GameInput.GetBindingName(GameInput.Button.Slot1, GameInput.BindingSet.Primary));
            SLOTKEYS.Add("Slot2", GameInput.GetBindingName(GameInput.Button.Slot2, GameInput.BindingSet.Primary));
            SLOTKEYS.Add("Slot3", GameInput.GetBindingName(GameInput.Button.Slot3, GameInput.BindingSet.Primary));
            SLOTKEYS.Add("Slot4", GameInput.GetBindingName(GameInput.Button.Slot4, GameInput.BindingSet.Primary));
            SLOTKEYS.Add("Slot5", GameInput.GetBindingName(GameInput.Button.Slot5, GameInput.BindingSet.Primary));
            SLOTKEYS.Add("Slot6", InputHelper.GetKeyCodeAsInputName(KEYBINDINGS[SECTION_HOTKEYS[2]]));
            SLOTKEYS.Add("Slot7", InputHelper.GetKeyCodeAsInputName(KEYBINDINGS[SECTION_HOTKEYS[3]]));
            SLOTKEYS.Add("Slot8", InputHelper.GetKeyCodeAsInputName(KEYBINDINGS[SECTION_HOTKEYS[4]]));
            SLOTKEYS.Add("Slot9", InputHelper.GetKeyCodeAsInputName(KEYBINDINGS[SECTION_HOTKEYS[5]]));
            SLOTKEYS.Add("Slot10", InputHelper.GetKeyCodeAsInputName(KEYBINDINGS[SECTION_HOTKEYS[6]]));
            SLOTKEYS.Add("Slot11", InputHelper.GetKeyCodeAsInputName(KEYBINDINGS[SECTION_HOTKEYS[7]]));
            SLOTKEYS.Add("Slot12", InputHelper.GetKeyCodeAsInputName(KEYBINDINGS[SECTION_HOTKEYS[8]]));

            foreach (KeyValuePair <string, string> kvp in SLOTKEYS)
            {
                SLOTKEYSLIST.Add(kvp.Value);
            }
        }
Пример #42
0
    private static bool IsLaunchReadyStandalone(GameInput inputHandler)
    {
        if (Input.GetMouseButtonDown(LeftMouseButtonKey))
        {
            inputHandler.ResetInput();
            inputHandler.isLaunching = true;
        }
        else if (inputHandler.IsInputTimerOver || Input.GetMouseButtonUp(LeftMouseButtonKey))
        {
            return(inputHandler.isLaunching);
        }
        else
        {
            Vector3 NewInputPosition = Input.mousePosition;
            float   Delta            = (NewInputPosition.y - inputHandler.lastInputPosition.y) * inputHandler.launchData.ForceMultiplier;

            inputHandler.accumulatedForce += Mathf.Max(Delta, 0.0f);

            inputHandler.lastInputPosition = NewInputPosition;
        }

        return(false);
    }
Пример #43
0
	public static GameInput	getInstance()
	{
		if(GameInput.instance == null) {

			GameInput.instance = GameObject.Find("GameRoot").GetComponent<GameInput>();
		}

		return(GameInput.instance);
	}
Пример #44
0
 private bool KeyVal(GameInput key)
 {
     return (!Paused && activeKeys.ContainsKey(key))? activeKeys[key] : false;
 }
Пример #45
0
	private void HandleOnSwipe( GameInput.Direction direction )
	{
		if( mGameStatus == State.Game )
		{
			switch( direction )
			{
			case GameInput.Direction.Left:
				mPlayerCharacter.MoveLeft();
				break;
			case GameInput.Direction.Right:
				mPlayerCharacter.MoveRight();
				break;
			}
		}
	}
Пример #46
0
        protected override void OnLoad(System.EventArgs e)
        {
            //generate stopwatch
            sw = new Stopwatch();

            //set size of the render
            virtual_size = new Vector2(1920, 1080);

            state = new GameState();

            string versionOpenGL = GL.GetString(StringName.Version);
            log(versionOpenGL);

            // make the Coursor disapear
            Cursor.Hide();

            // center it on the window
            Cursor.Position = new Point(
                (Bounds.Left + Bounds.Right) / 2,
                (Bounds.Top + Bounds.Bottom) / 2);

            // other state
            GL.ClearColor(System.Drawing.Color.Black);
            VSync = VSyncMode.On;
            screenSize = new Vector2(Width, Height);

            // create instances of necessary objects
            textureLoader = new TextureLoader(this);
            framebufferCreator = new FramebufferCreator(this);
            meshLoader = new MeshLoader(this);
            shaderLoader = new ShaderLoader(this);
            materialLoader = new MaterialLoader(this);
            templateLoader = new TemplateLoader(this);

            mScene = new Scene(this);

            // create gameInput
            gameInput = new GameInput(mScene, Keyboard, Mouse);

            // set files for displaying loading screen
            shaderLoader.fromXmlFile("shaders\\composite.xsp");

            shaderLoader.fromTextFile("shaders\\composite.vs", "shaders\\splash_shader.fs");

            meshLoader.fromObj("models\\sprite_plane.obj");

            textureLoader.fromFile("materials\\ultra_engine_back.png",true);
            textureLoader.fromFile("materials\\ultra_engine_back_h.png",true);

            materialLoader.fromXmlFile("materials\\composite.xmf");

            //loading noise manualy so we can disable multisampling
            textureLoader.fromFile("materials\\noise_pixel.png", false);

            // load files for loading screen
            textureLoader.LoadTextures();
            meshLoader.loadMeshes();
            shaderLoader.loadShaders();
            materialLoader.loadMaterials();

            // setup 2d filter (loading screen)
            splashFilter2d = new Quad2d(this);

            // set time to zero
            spawnTime = get_time();
        }
Пример #47
0
        /** Reset the ball position and start again */
        public void NewGame()
        {
            PlayerPaddle = new Paddle(this);
              AiPaddle = new Paddle(this);
              Ball = new Ball(this);
              Field =  new Field(this, Camera());
              Sparkle = new Sparkle(this);
              RainbowTrail = new RainbowTrail(this);
              Flare = new Ps.Model.Object.Flare(this);
              Collectables = new Collectables(this);

              /* actions */
              SetupActions();
              _input = new GameInput(this);
              Game.SoundReset(); // reload

              /* Set initial paddle positions */
              PlayerPaddle.Position[0] = 0f;
              PlayerPaddle.Position[1] = Field.Bounds[1] + nLayout.DistanceInWorld(14f, nAxis.Y, _camera);;
              AiPaddle.Position[0] = 0f;
              AiPaddle.Position[1] = Field.Bounds[3] - AiPaddle.Size[1] - nLayout.DistanceInWorld(7f, nAxis.Y, _camera);

              var direction = new nGLine() {
            P1 = new float[2] { 0, 0 },
            P2 = new float[2] { nRand.Float(0f, 1f), nRand.Float(1f, 0.3f) }
              };
              var unit = direction.Unit;
              Ball.Position[0] = 0;
              Ball.Position[1] = 0;
              Ball.Velocity[0] = unit[0] * 35f;
              Ball.Velocity[1] = unit[1] * 35f;

              /* reset paddles */
              AiPaddle.Ai = new EasyAiProfile();
              AiPaddle.Speed = AiPaddle.Ai.Speed;
              PlayerPaddle.Speed = Config.PlayerSpeed;
              AiPaddle.Position[0] = 0;
              PlayerPaddle.Position[0] = 0;

              /* ai */
              Activated = false;
              Camera().Pipe.Drawables.Clear();
              Camera().Pipe.Render();
        }
Пример #48
0
 // SetupControls
 public static void SetupControls( GameInput gameInput )
 {
     for ( int i = 0; i < GameInput.NumPads; ++i )
         SetupControls( gameInput.GetInput( i ) );
 }
Пример #49
0
 public Remover(Player parent, GameInput input)
     : base(parent, input)
 {
     icon.setMaterial("hud\\remover_icon.xmf");
     createMuzzleModel();
 }
Пример #50
0
 public GameInputEventArgs(GameInput input, bool pressed)
 {
     Input = input;
     Pressed = pressed;
 }
Пример #51
0
 private void Awake()
 {
     _instance = this;
 }
Пример #52
0
 public Game(DrawDeck drawDeck, GameInput input, IEndCondition endCondition)
 {
     DrawDeck = drawDeck;
     Input = input;
     _endCondition = endCondition;
 }
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            background = Content.Load<Texture2D>("background");
            projectileTexture = Content.Load<Texture2D>("projectile");
            cylonTexture = Content.Load<Texture2D>("CylonRaider");

            ship = new Entity(new Vector2(400.0f, 300.0f), Content.Load<Texture2D>("ViperMK2.1s"), 0.0f, 0.0f);

            input = new WASDKeyboardInputController();
            input += new CursorKeyboardInputController ();

            int mul = 0;
            for (int j = 0; j < 3; j++) {
                for (int i = 0; i < 15; i++) {
                    cylonRaiders.Add(new Entity(new Vector2(350.0f * mul, 400.0f * mul), cylonTexture, 0.0f, 10.0f));
                }
                mul += 100;
            }

            currentWeapon = new Blaster(projectileTexture);
        }
Пример #54
0
    public static void Startup( Game game, GameInput gameInput, UI.Settings settings )
    {
        _UI.Settings = settings;

        _UI.Game = game;
        _UI.Content = new ContentManager( game.Services, "Content" );

        _UI.PrimaryPad = -1;

        _UI.GameInput = gameInput;
        _UI.Texture = new UI.TextureManager();
        _UI.Effect = new UI.EffectManager();
        _UI.Sprite = new UI.SpriteManager();
        _UI.Font = new UI.FontManager();
        _UI.Screen = new UI.ScreenManager();

        _UI.Store_Color = new UI.Store< UI.SpriteColors >( Color.Magenta );
        _UI.Store_Timeline = new UI.Store< UI.Timeline >();
        _UI.Store_Texture = new UI.Store< UI.SpriteTexture >( new UI.SpriteTexture( "null", 0.0f, 0.0f, 1.0f, 1.0f ) );
        _UI.Store_FontStyle = new UI.Store< UI.FontStyle >();
        _UI.Store_FontEffect = new UI.Store< UI.FontEffect >();
        _UI.Store_FontIcon = new UI.Store_FontIcon();
        _UI.Store_Widget = new UI.Store< UI.WidgetBase >();
        _UI.Store_RenderState = new UI.Store< UI.RenderState >( new UI.RenderState( (int)UI.E_Effect.MultiTexture1, UI.E_BlendState.AlphaBlend ) );
        _UI.Store_BlendState = new UI.Store< BlendState >();
        _UI.Store_DepthStencilState = new UI.Store< DepthStencilState >();
        _UI.Store_RasterizerState = new UI.Store< RasterizerState >();

        _UI.Camera2D = new UI.CameraSettings2D();
        _UI.Camera3D = new UI.CameraSettings3D();

        PresentationParameters pp = game.GraphicsDevice.PresentationParameters;

        _UI.SX = pp.BackBufferWidth;
        _UI.SY = pp.BackBufferHeight;

        _UI.YT = 0.0f;
        _UI.YM = _UI.YT + ( _UI.SY * 0.5f );
        _UI.YB = _UI.YT + _UI.SY;

        _UI.XL = 0.0f;
        _UI.XM = _UI.XL + ( _UI.SX * 0.5f );
        _UI.XR = _UI.XL + _UI.SX;

        float safeArea = settings.Screen_SafeAreaSize;
        float offsetHalf = ( 1.0f - safeArea ) * 0.5f;

        _UI.SSY = _UI.SY * safeArea;
        _UI.SSX = _UI.SX * safeArea;

        _UI.SYT = _UI.SY * offsetHalf;
        _UI.SYM = _UI.SYT + ( _UI.SSY * 0.5f );
        _UI.SYB = _UI.SYT + _UI.SSY;

        _UI.SXL = _UI.SX * offsetHalf;
        _UI.SXM = _UI.SXL + ( _UI.SSX * 0.5f );
        _UI.SXR = _UI.SXL + _UI.SSX;

        _UI.AutoRepeatDelay = 0.5f;
        _UI.AutoRepeatRepeat = 0.25f;
    }
Пример #55
0
 // Startup
 public static void Startup( Game game, GameInput gameInput )
 {
     Startup( game, gameInput, new UI.Settings() ); // default settings
 }
Пример #56
0
 private void button8_Click(object sender, EventArgs e)
 {
     if (waitLabel != null) return;
     leftkeylabel.Text = "Waiting...";
     waitKey = GameInput.Left;
     waitLabel = leftkeylabel;
 }
Пример #57
0
    public void setTrigger(string type, string name, List<string> parameterList)
    {
        this.name = name;
         // converts firstl etter to Upper character ( because the classes are named with Upper at start )
        // check if its input or timer, those are protected calsses so our classes are different than the users classes conversion takes place
         type = char.ToUpper(type[0]) + type.Substring(1);
         if( type == "Input")
        {
            type = "GameInput";
        }
         else if ( type == "Timer")
        {
            type = "GameTimer";
        }
         // check if type of trigger exists
         if (Enum.IsDefined(typeof(TriggerTypes), type))
        {
            // adds the current type of the trigger to the wanted type ( for easy acces )
            triggerType = (TriggerTypes)Enum.Parse(typeof(TriggerTypes), type);

           switch(triggerType)
            {
                case TriggerTypes.GameInput:

                    // checks if key is valid, if not return null and if count is 2.
                    if (parameterList.Count == 2 )
                    {

                        GameInput gameInput = new GameInput(parameterList[1]);
                        gameInput.name = name;

                  	 	trigger = (object)gameInput;
                    }
                else {
                        CodeInputHandler.abortPlay("type failed ! check your gameinput keyname -49 trigger.cs");
                    }
                    break;
                case TriggerTypes.Loop:

                    if (parameterList.Count == 2)
                    {

                        Loop loop = new Loop(parameterList[1]);
                        loop.name = name;

                        trigger = (object)loop;

                    }
                    else
                    {
                        CodeInputHandler.abortPlay("type failed ! check your gameinput keyname -49 trigger.cs");
                    }

                    break;

            case TriggerTypes.Collision:
                Debug.Log ("does get called 77 @ trigger ");
                    Collision collision = new Collision();
                    collision.name  = name;

                    // set the variables from parameters

                    trigger = (object)collision;

                    break;
                case TriggerTypes.Timer:
                    GameTimer timer = new GameTimer();
                    // set the variables from parameters

                    trigger = (object)timer;
                    break;
                default :
                    CodeInputHandler.abortPlay("type failed !check your enum cases - 70 trigger.cs");
                    return;
            }

            TriggerHandler.triggerDictionary.Add(name,trigger);

        }

         else
        {
            // type is not one we know.
            CodeInputHandler.abortPlay("type failed ! check your trigger type  - 82 trigger.cs ");
        }
    }
Пример #58
0
 private void button5_Click(object sender, EventArgs e)
 {
     if (waitLabel != null) return;
     rightkeylabel.Text = "Waiting...";
     waitKey = GameInput.Right;
     waitLabel = rightkeylabel;
 }
Пример #59
0
 public void setInput(GameInput gameInput)
 {
     /*
     tool.gameInput = gameInput;
     foreach (var curTool in tools)
     {
         curTool.gameInput = gameInput;
     }
      */
     this.gameInput = gameInput;
 }
Пример #60
0
        Matrix world, view, projection; // Our projection matrix

        #endregion Fields

        #region Constructors

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
              Content.RootDirectory = "Content";

              // Lists
              cubeMaps = new List<TextureCube>();
              balls = new List<ball>();
              holes = new List<hole>();
              m_players = new List<Player>();

              // Matrices & vectors
              world = Matrix.Identity;
              projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45f), (float)iWindowWidth / (float)iWindowHeight, 0.001f, 100);
              viewPos = new float[2];
              viewTarget = new Vector3();
              viewVector = new Vector3();

              // Utility classes
              gi = new GameInput(ref graphics, ref balls, ref m_players);
              gr = new GameRules(ref gi, ref balls, ref m_players);
              gl = new GameLogic(ref holes, ref balls, ref m_players, ref gr);

              menuRotater = 0f;
        }