Пример #1
0
        void ICmpUpdatable.OnUpdate()
        {
            GamepadInput gamepad = DualityApp.Gamepads[0];

            Vector2 moveDir   = gamepad.LeftThumbstick.Normalized;
            float   moveSpeed = MathF.Clamp((gamepad.LeftThumbstick.Length - 0.3f) / 0.7f, 0.0f, 1.0f);

            Vector2 lookDir       = gamepad.RightThumbstick.Normalized;
            float   lookIntensity = MathF.Clamp((gamepad.RightThumbstick.Length - 0.3f) / 0.7f, 0.0f, 1.0f);

            this.controlTarget.ThrusterActivity = moveDir * moveSpeed;
            this.controlTarget.RotateActivity   = lookDir * lookIntensity;

            if (gamepad.RightTrigger > 0.5f)
            {
                this.controlTarget.FireWeapons();
            }

            if (gamepad.ButtonHit(GamepadButton.Start))
            {
                if (musicInstance != null && !musicInstance.Disposed)
                {
                    musicInstance.Lowpass = 1.0f;
                }
                Scene.Reload();
            }
            if (gamepad.ButtonHit(GamepadButton.Back))
            {
                DualityApp.Terminate();
            }

            if (musicInstance == null || musicInstance.Disposed)
            {
                musicInstance        = DualityApp.Sound.PlaySound(this.backgroundMusic);
                musicInstance.Looped = true;
                musicInstance.Volume = 0.4f;
                musicInstance.BeginFadeIn(5.0f);
            }
            else
            {
                float targetLowPass = 1.0f;
                if (this.controlTarget == null || this.controlTarget.Disposed)
                {
                    targetLowPass = 0.05f;
                }
                else
                {
                    targetLowPass = 1.0f;
                }

                float changeDir = MathF.Sign(targetLowPass - musicInstance.Lowpass);
                float changeAbs = MathF.Abs(targetLowPass - musicInstance.Lowpass);
                if (changeAbs <= 0.01f)
                {
                    musicInstance.Lowpass = targetLowPass;
                }
                else
                {
                    musicInstance.Lowpass += changeDir * Time.TimeMult * Time.SPFMult / 8.0f;
                }
            }
        }