Пример #1
0
 public override void HandleInput(MenuInput input)
 {
     if (input.IsMenuCancel()) {
         Stage.ActiveStage.GetQB<AudioQB>().PlaySound("Uppercut");
         ExitScreen();
     }
 }
Пример #2
0
 public override void HandleInput(MenuInput input)
 {
     if (input.IsMenuRight()) {
         Next();
     } else if (input.IsMenuLeft()) {
         Previous();
     } else if (input.IsMenuCancel()) {
         ExitScreen();
     }
 }
 public override void HandleInput(MenuInput input)
 {
     if (input.IsMenuCancel())
         ExitScreen();
     if (input.IsMenuSelect()) {
         if (quitGame)
             Stage.QuitGame = true;
         else
             LoadingScreen.Load(MenuSystem, true, "MainMenu");
     }
 }
Пример #4
0
        public override void HandleInput(MenuInput input)
        {
            if (input.IsMenuSelect()) {
                ExitScreen();
            }
            //} else if (input.IsMenuCancel()) {
            //    // Raise the cancelled event, then exit the message box.
            //    if (Cancelled != null)
            //        Cancelled(this, new EventArgs());

            //    ExitScreen();
            //}
        }
Пример #5
0
	KeyCode[] keyboardAxis; // Directional input with the keyboard. Used when time is frozen.

	void Awake()
	{
		if (instance == null)
			instance = this;
		myInputs = gameObject.GetComponents<StandaloneInputModule>();
		inputHor = myInputs[0].horizontalAxis; inputHorJS = myInputs[1].horizontalAxis;
		inputVert = myInputs[0].verticalAxis; inputVertJS = myInputs[1].verticalAxis;
		inputSubmit = myInputs[0].submitButton; inputSubmitJS = myInputs[1].submitButton;
		inputStart = "PauseP" + playerNumber.ToString();
		// These are the default movement keys I use for movement with player 1 and player 2. If yours are different,
		// change them here.
        if (playerNumber == 1 || playerNumber == 3)
			keyboardAxis = new KeyCode[4] { KeyCode.A, KeyCode.S, KeyCode.D, KeyCode.W };
        else if(playerNumber == 2 || playerNumber == 4)
			keyboardAxis = new KeyCode[4] { KeyCode.LeftArrow, KeyCode.DownArrow, KeyCode.RightArrow, KeyCode.UpArrow };
	}
        public void UpdateInput()
        {
            keyState = Keyboard.GetState();
            //ms = Mouse.GetState();

            controlCode = MenuInput.NONE;

            if ( (keyState.IsKeyDown(Keys.S) || keyState.IsKeyDown(Keys.Down)) && !(prevState.IsKeyDown(Keys.Down) || prevState.IsKeyDown(Keys.S)) )
                controlCode = MenuInput.DOWN;
            else if ( (keyState.IsKeyDown(Keys.Up) || keyState.IsKeyDown(Keys.W)) && !(prevState.IsKeyDown(Keys.Up) || prevState.IsKeyDown(Keys.W)) )
                controlCode = MenuInput.UP;
            //else if ( (ms.LeftButton == ButtonState.Pressed && prevms.LeftButton != ButtonState.Pressed) ||  keyState.IsKeyDown(Keys.Enter) && !prevState.IsKeyDown(Keys.Enter))
            else if (keyState.IsKeyDown(Keys.Enter) && !prevState.IsKeyDown(Keys.Enter))
                controlCode = MenuInput.SELECT;
            //prevms = ms;
            prevState = keyState;
        }
Пример #7
0
        public override void HandleInput(MenuInput input)
        {
            if (menuEntries.Count < 1) return; //don't null reference
            // Move to the previous menu entry?
            if (input.IsMenuUp()) {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("knob-click-1");
                int select = selectedEntry;

                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
                if (!menuEntries[selectedEntry].CanSelect)
                    selectedEntry = select;
            }else if (input.IsMenuDown()) {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("knob-click-1");
                int select = selectedEntry;

                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
                if (!menuEntries[selectedEntry].CanSelect)
                    selectedEntry = select;
            } else if (input.IsMenuSelect()) {

                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("A");
                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
                else if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;

                OnSelectEntry(selectedEntry);
            } else if (input.IsMenuCancel()) {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("Uppercut");
                OnCancel();
            }
        }
Пример #8
0
        public override void HandleInput(MenuInput input)
        {
            // Move to the previous menu entry?
            if (input.IsMenuUp()) {
                selectedEntry--;

                if (selectedEntry < 0)
                    selectedEntry = menuEntries.Count - 1;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown()) {
                selectedEntry++;

                if (selectedEntry >= menuEntries.Count)
                    selectedEntry = 0;
            }

            if (input.IsMenuSelect()) {
                OnSelectEntry(selectedEntry);
            } else if (input.IsMenuCancel()) {
                OnCancel();
            }
        }
Пример #9
0
 public override void HandleInput(MenuInput input)
 {
     if (input.IsMenuSelect()) {
         //Stage.ActiveStage.GetQB<AudioQB>().PlaySound("Arail-attack2");
     }
 }
Пример #10
0
 public Task <int> AddMenuSection(MenuInput input)
 {
     throw new NotImplementedException();
 }
Пример #11
0
        public IActionResult Edit(MenuInput param)
        {
            var response = new ReponseOutPut();

            response.Code    = "success";
            response.Message = "更新菜单成功";
            if (!ModelState.IsValid)
            {
                response.Status = ReutnStatus.Error;
                response.Code   = "param_vaild_error";

                var errorProperty = ModelState.Values.First(m => m.ValidationState == ModelValidationState.Invalid);
                response.Message = errorProperty.Errors.First().ErrorMessage;//验证不通过的 //全局配置一个验证不通过就不在验证了,只存在一个错误信息

                return(new JsonResult(JsonConvert.SerializeObject(response)));
            }

            //校验菜单系统名称是否存在
            var isExistSystermName = _menuService.ExistMenuByMenuSystermName(param.MenuSystermName, param.Id);

            if (isExistSystermName)
            {
                response.Status  = ReutnStatus.Error;
                response.Code    = "menu_exsit_menuSystermName";
                response.Message = "菜单系统名称已存在";
                return(new JsonResult(JsonConvert.SerializeObject(response)));
            }

            SysMenu model = _mapper.Map <MenuInput, SysMenu>(param);

            model.LastUpdateBy     = _context.Admin.Id;
            model.LastUpdateByName = _context.Admin.UserName;
            model.LastUpdateDate   = DateTime.Now;


            if (param.FirstParentMenuId <= 0)
            {
                model.ParentMenuId = 0;
            }
            else
            {
                if (param.SecondParentMenuId <= 0)
                {
                    model.ParentMenuId = param.FirstParentMenuId;
                }
                else
                {
                    if (param.ThirdParentMenuId <= 0)
                    {
                        model.ParentMenuId = param.SecondParentMenuId;
                    }
                    else
                    {
                        model.ParentMenuId = param.ThirdParentMenuId;
                        model.MenuType     = MenuType.Function;//三级菜单选中,代表是功能
                    }
                }
            }

            var result = _menuService.Update(model);

            if (result < 0)
            {
                response.Status  = ReutnStatus.Error;
                response.Code    = "error";
                response.Message = "更新菜单失败";
            }
            return(new JsonResult(JsonConvert.SerializeObject(response)));
        }
Пример #12
0
        public override void HandleInput(MenuInput input)
        {
            if (!doneLerpingScore) {
                if (input.IsGreen() || input.IsRed()) {
                    score = baseScore + bonusPoints;
                    doneLerpingScore = true;

                }
            } else if (doneLerpingScore) {
                if (input.IsGreen() || input.IsMenuSelect()) {
                    Continue(this, new EventArgs());
                } else if (input.IsRed() || input.IsMenuCancel()) {
                    QuitGame(this, new EventArgs());
                }
            }

            if (Microsoft.Xna.Framework.Input.Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Home)) {
                ExitScreen();
            }

            base.HandleInput(input);
        }
 public override void HandleInput(MenuInput input)
 {
 }
Пример #14
0
    void Update()
    {
        if (!this.AcceptingInput || PauseController.IsPaused())
        {
            return;
        }

        if (MenuInput.AnyInput())
        {
            IntegerVector newPosition = this.CurrentPosition;

            if (this.CurrentPosition.X > -_halfSize && MenuInput.NavLeft())
            {
                newPosition.X -= 1;
            }
            else if (this.CurrentPosition.Y > -_halfSize && MenuInput.NavDown())
            {
                newPosition.Y -= 1;
            }
            else if (this.CurrentPosition.X < _halfSize && MenuInput.NavRight())
            {
                newPosition.X += 1;
            }
            else if (this.CurrentPosition.Y < _halfSize && MenuInput.NavUp())
            {
                newPosition.Y += 1;
            }

            if ((newPosition.X != this.CurrentPosition.X || newPosition.Y != this.CurrentPosition.Y) && _grid[newPosition.X + _halfSize, newPosition.Y + _halfSize] != null)
            {
                moveCurrentTile(newPosition);
            }
            else if (MenuInput.SelectCurrentElement() && _grid[this.CurrentPosition.X + _halfSize, this.CurrentPosition.Y + _halfSize].State == TileState.Available)
            {
                int bossIndex = -1;
                for (int i = 0; i < this.BossTiles.Length; ++i)
                {
                    IntegerVector tile = this.BossTiles[i];

                    if (this.CurrentPosition.X == tile.X && this.CurrentPosition.Y == tile.Y)
                    {
                        bossIndex = i;
                        break;
                    }
                }

                //TODO - Send input to level generation
                ProgressData.SelectTile(this.CurrentPosition);
                if (_allBossesDefeated && this.CurrentPosition.X == 0 && this.CurrentPosition.Y == 0)
                {
                    SceneManager.LoadScene(this.FinalDialogSceneName);
                }
                else if (bossIndex == -1)
                {
                    SceneManager.LoadScene(this.GameplaySceneName);
                }
                else
                {
                    BossType boss = StaticData.BossData.BossTypes[ProgressData.GetCurrentBosses()[bossIndex]];
                    SceneManager.LoadScene(this.BossSceneName + boss.SceneKey);
                }
            }
        }

        else
        {
            if (!_currentBlinkingOff && _timeSinceBlink >= this.BlinkIntervalOn)
            {
                blinkCurrentTileOff();
            }
            else if (_currentBlinkingOff && _timeSinceBlink >= this.BlinkIntervalOff)
            {
                blinkCurrentTileOn();
            }
            else
            {
                _timeSinceBlink += Time.deltaTime;
            }
        }
    }
Пример #15
0
        public override void HandleInput(MenuInput input)
        {
            bool isPrevious = false;
            bool isNext = false;
            if (Stage.ActiveStage.GetQB<ControlsQB>().GetGamePadType() == Microsoft.Xna.Framework.Input.GamePadType.Guitar
                || Stage.ActiveStage.GetQB<ControlsQB>().GetGamePadType() == Microsoft.Xna.Framework.Input.GamePadType.AlternateGuitar)
            {
                isPrevious = input.IsMenuUp();
                isNext = input.IsMenuDown();
            }
            else
            {
                isPrevious = input.IsMenuLeft();
                isNext = input.IsMenuRight();
            }

            // Move to the previous menu entry?
            if (isPrevious)
            {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("knob-click-1");
                index--;
                if (index < 0)
                    index = options.Count - 1;
            }

            // Move to the next menu entry?
            if (isNext)
            {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("knob-click-1");
                index++;
                if (index >= options.Count)
                    index = 0;
            }

            if (input.IsMenuSelect())
            {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("MeatSlap2_16");
                options.Data[index]();
            }
            else if (input.IsMenuCancel())
            {
                OnCancel();
            }
        }
Пример #16
0
 // Start is called before the first frame update
 void Start()
 {
     EventButton.SetActive(false);
     mi = FindObjectOfType <MenuInput>();
 }
Пример #17
0
 public void Hide()
 {
     MenuInput.DisableMenuInput();
     _initialized = false;
     configureForEmptyState();
 }
Пример #18
0
 public override void HandleInput(MenuInput input)
 {
     base.HandleInput(input);
 }
Пример #19
0
 public void Setup(MenuInput<ConfirmMovement.UnitAction> menuInput, ConfirmMovement.UnitAction choice)
 {
     this.menuInput = menuInput;
     this.choice = choice;
 }
Пример #20
0
        public override void HandleInput(MenuInput input)
        {
            bool isPrevious = false;
            bool isNext = false;
            if (Stage.ActiveStage.GetQB<ControlsQB>().GetGamePadType() == Microsoft.Xna.Framework.Input.GamePadType.Guitar
                || Stage.ActiveStage.GetQB<ControlsQB>().GetGamePadType() == Microsoft.Xna.Framework.Input.GamePadType.AlternateGuitar)
            {
                isPrevious = input.IsMenuUp();
                isNext = input.IsMenuDown();
            }
            else
            {
                isPrevious = input.IsMenuLeft();
                isNext = input.IsMenuRight();
            }

            // Move to the previous menu entry?
            if (isPrevious)
            {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("knob-click-1");
                int select = selectedEntry;

                selectedEntry--;

                if (selectedEntry < 0)
                {
                    selectedEntry = MenuEntries.Count - 1;
                }
                if (!MenuEntries[selectedEntry].CanSelect)
                {
                    selectedEntry = select;
                }
            }
            else if (isNext)
            {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("knob-click-1");
                int select = selectedEntry;

                selectedEntry++;

                if (selectedEntry >= MenuEntries.Count)
                {
                    selectedEntry = 0;
                }
                if (!MenuEntries[selectedEntry].CanSelect)
                {
                    selectedEntry = select;
                }
            }
            else if (input.IsMenuSelect())
            {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("Arail-attack2");
                OnSelectEntry(selectedEntry);
            }
            else if (input.IsMenuCancel())
            {
                Stage.ActiveStage.GetQB<AudioQB>().PlaySound("Uppercut");
                OnCancel();
            }
        }
 public override void HandleInput(MenuInput input)
 {
     if (input.IsMenuSelect())
         ExitScreen();
 }
Пример #22
0
    void Update()
    {
        if (blockInputTimer >= 0)
        {
            blockInputTimer -= Time.deltaTime;
            return;
        }
        switch (state)
        {
        case MenuState.TitleScreen:
            Vector2 input = GenericInput.GetLeftStickMovement(gamepads);

            titleScreenMovement.Move(input.x, input.y, false);
            if (MenuInput.GetStartKeyDown(gamepads))
            {
                PlayerShooting shooting = titleScreenMovement.GetComponent <PlayerShooting>();
                shooting.Aim(mainMenuLocation.x, mainMenuLocation.y, 0, 0);
                shooting.Draw();
                shooting.Shoot();
                //Play camera script
                //Load menu
                state = MenuState.MainMenu;
                //TODO: Transition time
                blockInputTimer = .5f;
                Logger.Log("Player select", this, LogLevel.Log);
            }
            break;

        case MenuState.MainMenu:
            state = MenuState.PlayerSelect;
            break;

        case MenuState.PlayerSelect:
            for (int i = 0; i < GM.MAXPLAYERCOUNT; i++)
            {
                if (controllerPlayerIDMapping[i] == -1)
                {
                    if (MenuInput.GetSelectKeyDown(gamepads[i]))
                    {
                        //register player
                        controllerPlayerIDMapping[i] = GM.GameInstance.AddPlayer(i);
                        Logger.Log("Added controller: " + i + " to player: " + controllerPlayerIDMapping[i], this, LogLevel.Log);
                    }
                }
                else
                {
                    if (MenuInput.GetStartKeyDown(gamepads[i]))
                    {
                        state = MenuState.LevelSelect;
                        Logger.Log("Players confirmed: " + GM.GameInstance.Players.Capacity, this, LogLevel.Log);
                    }
                    //pass on input
                }
            }
            break;

        case MenuState.LevelSelect:
            if (MenuInput.GetSelectKeyDown(gamepads))
            {
                Logger.Log("Loading DevLevel3.0", this, LogLevel.Log);
                SceneManager.LoadScene("DevLevel3.0");
                //Get current stage
                //load current stage
                return;
            }
            //Pass on input
            break;
        }
    }