//----------------------------------------------------------------------------------------------------------- private void AddInputToList(EInput pressed) { previousInput.Add(pressed); //Update facing direction m_facingDirection = pressed; }
public override void Physics(EInput input) { Renderer.SetObjects(map.GetVisuals()); switch (input) { case EInput.moveForward: if (selection != 0) { --selection; } SetSelection(); break; case EInput.moveBackward: if (selection != 6) { ++selection; } SetSelection(); break; case EInput.attack: case EInput.enter: Action(); break; case EInput.escape: System.Environment.Exit(0); break; } }
public void StartTimer(Player player, EInput inputType, UC_View_BuyControl bay) { Player = player; InputType = inputType; Bay = bay; if (inputType == EInput.Player1Keys || inputType == EInput.Player2Keys) { StaticVaribl.MainPage.KeyDown += MainPage_KeyDown; StaticVaribl.MainPage.KeyUp += MainPage_KeyUp; StaticVaribl.MainPage.LostFocus += MainPage_LostFocus; } //if (inputType == EInput.Joist1 || // inputType == EInput.Joist2 || // inputType == EInput.Joist3 || // inputType == EInput.Joist4) //{ // _keyTimerPlayer = new DispatcherTimer() { Interval = TimeSpan.FromSeconds(0.15) }; // _keyTimerPlayer.Tick += _keyTimerPlayer_Tick; // _keyTimerPlayer.Start(); //} _keyTimerPlayer = new DispatcherTimer() { Interval = TimeSpan.FromSeconds(0.1) }; _keyTimerPlayer.Tick += _keyTimerPlayer_Tick; _keyTimerPlayer.Start(); }
public static void UnsubscribeClientInputChange(EInput _eInput, NotifyClientInputChange _nCallback) { if (s_cInstance.m_mClientInputCallbacks.ContainsKey(_eInput)) { s_cInstance.m_mClientInputCallbacks[_eInput].Remove(_nCallback); } }
public override void Physics(EInput input) { Renderer.SetObjects(map.GetVisuals()); switch (input) { case EInput.moveForward: if (selection != 0) { --selection; } SetSelection(); break; case EInput.moveBackward: if (selection != 2) { ++selection; } SetSelection(); break; case EInput.attack: case EInput.enter: Action(); break; case EInput.escape: global::Game.gameState = new Menu(); break; } }
public override void Physics(EInput input) { Renderer.SetObjects(map.GetVisuals()); switch (input) { case EInput.moveForward: if (selection != 0) { --selection; } SetSelection(); break; case EInput.moveBackward: if (selection != list.Count / 3 - 2) { ++selection; } SetSelection(); break; case EInput.attack: case EInput.enter: Action(); break; case EInput.escape: global::Game.gameState = new Menu(); break; } ((Image.Bar)hud[0].Image).SetProgressPercentage(selection / (float)(list.Count / 3 - 2)); }
public ELabelInput(string title, float width_title, string input_lab, float width_input, float height = DEFAULT_HEIGHT) : base(width_title + width_input, height) { title_lab = new ELabel(title, width_title); _input = new EInput(input_lab, width_input); AddComponent(title_lab, 0, 0); AddComponentRight(_input, title_lab); show_box = false; }
public override void Physics(EInput input) { Renderer.SetObjects(map.GetVisuals()); if (input != EInput.none) { global::Game.gameState = new Menu(); } }
public static void SubscribeClientInputChange(EInput _eInput, NotifyClientInputChange _nCallback) { if (!s_cInstance.m_mClientInputCallbacks.ContainsKey(_eInput)) { s_cInstance.m_mClientInputCallbacks.Add(_eInput, new List <NotifyClientInputChange>()); } s_cInstance.m_mClientInputCallbacks[_eInput].Add(_nCallback); }
public static void TriggerEvent(EInput eventName) { UnityEvent thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.Invoke(); } }
//----------------------------------------------------------------------------------------------------------- private void RemoveInputFromList(EInput pressed) { previousInput.Remove(pressed); //Update facing direction if (previousInput.Count > 0) { m_facingDirection = GetLastInputFromList(); } }
public override void Physics(EInput input) { switch (input) { case EInput.inventory: case EInput.escape: global::Game.gameState = game; break; } }
public override void Physics(EInput input) { //if (input == EInput.none) Renderer.SetObjects(map.GetVisuals()); switch (input) { case EInput.moveForward: if (hero.Move(hero.Position + new Vector2d16(0, -1))) { Renderer.worldPosition._2 -= 1; } break; case EInput.moveBackward: if (hero.Move(hero.Position + new Vector2d16(0, 1))) { Renderer.worldPosition._2 += 1; } break; case EInput.moveLeft: if (hero.Move(hero.Position + new Vector2d16(-2, 0))) { Renderer.worldPosition._1 -= 2; } break; case EInput.moveRight: if (hero.Move(hero.Position + new Vector2d16(2, 0))) { Renderer.worldPosition._1 += 2; } break; case EInput.use: System.Console.Beep(); break; case EInput.attack: System.Console.Beep(); System.Console.Beep(); System.Console.Beep(); break; case EInput.inventory: global::Game.gameState = new Inventory(this); break; case EInput.escape: global::Game.gameState = new Menu(); Renderer.worldPosition = new Vector2d16(0, 0); break; } }
void InvokeInputEvent(EInput _eInput, bool _bDown) { if (m_mInputCallbacks.ContainsKey(_eInput)) { List <NotifyInputChange> aSubscribers = m_mInputCallbacks[_eInput]; foreach (NotifyInputChange cSubscriber in aSubscribers) { cSubscriber(_eInput, _bDown); } } }
void InvokeClientInputEvent(EInput _eInput, ulong _ulPlayerId, bool _bDown) { if (m_mClientInputCallbacks.ContainsKey(_eInput)) { List <NotifyClientInputChange> aSubscribers = m_mClientInputCallbacks[_eInput]; foreach (NotifyClientInputChange cSubscriber in aSubscribers) { cSubscriber(_eInput, _ulPlayerId, _bDown); } } }
void StoreInput(EInput newInput) { if (bOpenBuffer) { nextInput = newInput; } else if (nextInput == EInput.NONE) { nextInput = newInput; ExecuteInput(); } }
public static void StopListening(EInput eventName, UnityAction listener) { if (eventManager == null) { return; } UnityEvent thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.RemoveListener(listener); } }
public static void StartListening(EInput eventName, UnityAction listener) { UnityEvent thisEvent = null; if (instance.eventDictionary.TryGetValue(eventName, out thisEvent)) { thisEvent.AddListener(listener); } else { thisEvent = new UnityEvent(); thisEvent.AddListener(listener); instance.eventDictionary.Add(eventName, thisEvent); } }
public override void Physics(EInput input) { Renderer.SetObjects(map.GetVisuals()); switch (input) { case EInput.moveForward: if (hero.Move(hero.Position + new Vector2d16(0, -1))) { Renderer.worldPosition._2 -= 1; } break; case EInput.moveBackward: if (hero.Move(hero.Position + new Vector2d16(0, 1))) { Renderer.worldPosition._2 += 1; } break; case EInput.moveLeft: if (hero.Move(hero.Position + new Vector2d16(-2, 0))) { Renderer.worldPosition._1 -= 2; } break; case EInput.moveRight: if (hero.Move(hero.Position + new Vector2d16(2, 0))) { Renderer.worldPosition._1 += 2; } break; case EInput.use: System.Console.Beep(); break; case EInput.attack: System.Console.Beep(); System.Console.Beep(); System.Console.Beep(); break; case EInput.escape: Renderer.worldPosition = new Vector2d16(0, 0); break; } }
/// <summary> /// Performs a round of combat based on player and enemy inputs. /// </summary> /// <param name="userInput">Player's input</param> /// <param name="enemyInput">Enemy's input</param> /// <param name="player">Player</param> /// <param name="enemy">Enemy</param> /// <returns></returns> public string Battle(EInput userInput, EInput enemyInput, Character player, Character enemy) { output = ""; if (combat == true) { BattleAction(userInput, enemyInput, player, enemy); } if ((player.Health > 0) == true && (enemy.Health > 0) == false) { player.Health += roll.Next(1, 11); output = output + "\nYou win!"; } else if ((player.Health > 0) == false) output = output + "\n You have died!"; return output; }
public override void OnUpdate() { if (EInput.IsKey(OpenTK.Input.Key.W)) { actor.position += (actor.forward - actor.position) * (float)ETime.DeltaTime * MovementSpeed * (EInput.IsKey(OpenTK.Input.Key.ShiftLeft) ? Run : 1); } if (EInput.IsKey(OpenTK.Input.Key.S)) { actor.position += (actor.backward - actor.position) * (float)ETime.DeltaTime * MovementSpeed * (EInput.IsKey(OpenTK.Input.Key.ShiftLeft) ? Run : 1); } if (EInput.IsKey(OpenTK.Input.Key.A)) { actor.position += (actor.leftward - actor.position) * (float)ETime.DeltaTime * MovementSpeed * (EInput.IsKey(OpenTK.Input.Key.ShiftLeft) ? Run : 1); } if (EInput.IsKey(OpenTK.Input.Key.D)) { actor.position += (actor.rightward - actor.position) * (float)ETime.DeltaTime * MovementSpeed * (EInput.IsKey(OpenTK.Input.Key.ShiftLeft) ? Run : 1); } if (EInput.IsKey(OpenTK.Input.Key.Q)) { actor.position += (actor.upward - actor.position) * (float)ETime.DeltaTime * MovementSpeed * (EInput.IsKey(OpenTK.Input.Key.ShiftLeft) ? Run : 1); } if (EInput.IsKey(OpenTK.Input.Key.E)) { actor.position += (actor.downward - actor.position) * (float)ETime.DeltaTime * MovementSpeed * (EInput.IsKey(OpenTK.Input.Key.ShiftLeft) ? Run : 1); } if (EInput.IsKey(OpenTK.Input.Key.Up)) { actor.rotate = Quaternion.Multiply(actor.rotate, Quaternion.FromEulerAngles(RotateSpeed * (float)ETime.DeltaTime, 0, 0)); } if (EInput.IsKey(OpenTK.Input.Key.Down)) { actor.rotate = Quaternion.Multiply(actor.rotate, Quaternion.FromEulerAngles(-RotateSpeed * (float)ETime.DeltaTime, 0, 0)); } if (EInput.IsKey(OpenTK.Input.Key.Left)) { actor.rotate = Quaternion.Multiply(actor.rotate, Quaternion.FromEulerAngles(0, RotateSpeed * (float)ETime.DeltaTime, 0)); } if (EInput.IsKey(OpenTK.Input.Key.Right)) { actor.rotate = Quaternion.Multiply(actor.rotate, Quaternion.FromEulerAngles(0, -RotateSpeed * (float)ETime.DeltaTime, 0)); } base.OnUpdate(); }
public IEnumerator UGUIPanel_HasButtonTest() { EventSystem.current = new GameObject().AddComponent <EventSystem>(); UGUIPanel_Test pTestPanel = new GameObject().AddComponent <UGUIPanel_Test>(); Button pButtonTest = new GameObject(EInput.Button_Test.ToString()).AddComponent <Button>(); Button pButtonTest2 = new GameObject(EInput.Button_Test2.ToString()).AddComponent <Button>(); pButtonTest.transform.SetParent(pTestPanel.transform); pButtonTest2.transform.SetParent(pTestPanel.transform); pTestPanel.EventOnAwake_Force(); eLastInput = EInput.None; Assert.AreEqual(eLastInput, EInput.None); pButtonTest.OnPointerClick(new PointerEventData(EventSystem.current)); Assert.AreEqual(eLastInput, EInput.Button_Test); pButtonTest2.OnPointerClick(new PointerEventData(EventSystem.current)); Assert.AreEqual(eLastInput, EInput.Button_Test2); yield break; }
public override void Physics(EInput input) { Renderer.SetObjects(map.GetVisuals()); switch (input) { case EInput.moveForward: if (selection != 0) { --selection; } SetSelection(); break; case EInput.moveBackward: if (selection != 4) { ++selection; } SetSelection(); break; case EInput.moveRight: IncrementSelection(true); break; case EInput.moveLeft: IncrementSelection(false); break; case EInput.attack: case EInput.enter: Action(); break; case EInput.escape: global::Game.gameState = new Settings(); break; } }
public EInput GetInput() { ConsoleKeyInfo info = Console.ReadKey(true); EInput result = EInput.Unassigned; switch (info.Key) { case ConsoleKey.W: result = EInput.Up; break; case ConsoleKey.S: result = EInput.Down; break; case ConsoleKey.A: result = EInput.Left; break; case ConsoleKey.D: result = EInput.Right; break; case ConsoleKey.Spacebar: result = EInput.Fire1; break; case ConsoleKey.Enter: result = EInput.Fire2; break; case ConsoleKey.Escape: result = EInput.ESC; break; } return(result); }
//--------------------------------------------------------------------------- public float GetValue(EInput input, PlayerIndex playerIndex) { switch (input) { case EInput.GAMEPAD_A: return(GamePad.GetState(playerIndex).Buttons.A == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_B: return(GamePad.GetState(playerIndex).Buttons.B == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_X: return(GamePad.GetState(playerIndex).Buttons.X == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_Y: return(GamePad.GetState(playerIndex).Buttons.Y == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_BUMPER_LEFT: return(GamePad.GetState(playerIndex).Buttons.LeftShoulder == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_BUMPER_RIGHT: return(GamePad.GetState(playerIndex).Buttons.RightShoulder == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_THUMBSTICK_LEFT: return(GamePad.GetState(playerIndex).Buttons.LeftStick == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_THUMBSTICK_LEFT_LEFT: return(MathHelper.Clamp(-GamePad.GetState(playerIndex).ThumbSticks.Left.X, 0.0f, 1.0f)); case EInput.GAMEPAD_THUMBSTICK_LEFT_RIGHT: return(MathHelper.Clamp(GamePad.GetState(playerIndex).ThumbSticks.Left.X, 0.0f, 1.0f)); case EInput.GAMEPAD_THUMBSTICK_LEFT_UP: return(MathHelper.Clamp(GamePad.GetState(playerIndex).ThumbSticks.Left.Y, 0.0f, 1.0f)); case EInput.GAMEPAD_THUMBSTICK_LEFT_DOWN: return(MathHelper.Clamp(-GamePad.GetState(playerIndex).ThumbSticks.Left.Y, 0.0f, 1.0f)); case EInput.GAMEPAD_THUMBSTICK_RIGHT: return(GamePad.GetState(playerIndex).Buttons.RightStick == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_THUMBSTICK_RIGHT_LEFT: return(MathHelper.Clamp(-GamePad.GetState(playerIndex).ThumbSticks.Right.X, 0.0f, 1.0f)); case EInput.GAMEPAD_THUMBSTICK_RIGHT_RIGHT: return(MathHelper.Clamp(GamePad.GetState(playerIndex).ThumbSticks.Right.X, 0.0f, 1.0f)); case EInput.GAMEPAD_THUMBSTICK_RIGHT_UP: return(MathHelper.Clamp(-GamePad.GetState(playerIndex).ThumbSticks.Right.Y, 0.0f, 1.0f)); case EInput.GAMEPAD_THUMBSTICK_RIGHT_DOWN: return(MathHelper.Clamp(GamePad.GetState(playerIndex).ThumbSticks.Right.Y, 0.0f, 1.0f)); case EInput.GAMEPAD_TRIGGER_LEFT: return(GamePad.GetState(playerIndex).Triggers.Left); case EInput.GAMEPAD_TRIGGER_RIGHT: return(GamePad.GetState(playerIndex).Triggers.Right); case EInput.GAMEPAD_DPAD_LEFT: return(GamePad.GetState(playerIndex).DPad.Left == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_DPAD_RIGHT: return(GamePad.GetState(playerIndex).DPad.Right == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_DPAD_UP: return(GamePad.GetState(playerIndex).DPad.Up == ButtonState.Pressed ? 1.0f : 0.0f); case EInput.GAMEPAD_DPAD_DOWN: return(GamePad.GetState(playerIndex).DPad.Down == ButtonState.Pressed ? 1.0f : 0.0f); default: if (m_KeyboardMapping.ContainsKey(input)) { return(Keyboard.GetState().IsKeyDown(m_KeyboardMapping[input]) ? 1.0f : 0.0f); } return(0.0f); } }
public int Combat(EInput input, Character defender) { int output = 0; switch (input) { case EInput.Attack: output = Attack(); if (defender.Defense < output) { defender.Defense = 0; defender.Health -= Math.Max((output - defender.Defense), 0); } else defender.Defense -= output; break; case EInput.Defend: output = Defend(); break; case EInput.Magic: output = Magic(); if (defender.Defense < output) { defender.Defense = 0; defender.Health -= Math.Max((output - defender.Defense), 0); } else defender.Defense -= output; break; case EInput.Potion: output = Potion(); break; } return output; }
public string Get(EInput _enum) { return(InputMapping [_enum]); }
/// <summary> /// Used for processing input. /// </summary> public abstract void Physics(EInput input);
/// <summary> /// Executes player and enemy actions. /// </summary> /// <param name="firstInput">Player action</param> /// <param name="secondInput">Enemy action</param> /// <param name="first">Player</param> /// <param name="second">Enemy</param> /// <returns></returns> public string BattleAction(EInput firstInput, EInput secondInput, Character first, Character second) { string whoFirst = "You "; string whoSecond = "They "; Console.WriteLine(first.Dexterity + "\n" + second.Dexterity); if (first.Dexterity > second.Dexterity) { whoFirst = "They "; Console.WriteLine("swap"); whoSecond = "You "; } if (first.Health > 0) { int firstOut = first.Combat(firstInput, second); if (firstInput == EInput.Potion) output = output + "\n" + whoFirst + "heal for " + firstOut + "."; else if (firstInput == EInput.Defend) output = output + "\n" + whoFirst + "defend for " + firstOut + "."; else output = output + "\n" + whoFirst + "deal " + firstOut + " damage."; } else combat = false; if (second.Health > 0) { int secondOut = second.Combat(secondInput, first); if (secondInput == EInput.Potion) output = output + "\n" + whoSecond + "heal for " + secondOut + "."; else if (secondInput == EInput.Defend) output = output + "\n" + whoSecond + "defend for " + secondOut + "."; else output = output + "\n" + whoSecond + "deal " + secondOut + " damage."; } else combat = false; return output; }
public override void Physics(EInput input) { if (input == EInput.attack) { constant = !constant; } if (!constant & input == EInput.none) { return; } if (input == EInput.escape) { global::Game.gameState = new Menu(); Renderer.worldPosition = new Vector2d16(0, 0); return; } Renderer.SetObjects(map.GetVisuals()); if (frame == actions.Length - 1) { return; } switch (actions[++frame]) { case 'w': if (hero.Move(hero.position + new Vector2d16(0, -1))) { Renderer.worldPosition._2 -= 1; } break; case 's': if (hero.Move(hero.position + new Vector2d16(0, 1))) { Renderer.worldPosition._2 += 1; } break; case 'a': if (hero.Move(hero.position + new Vector2d16(-2, 0))) { Renderer.worldPosition._1 -= 2; } break; case 'd': if (hero.Move(hero.position + new Vector2d16(2, 0))) { Renderer.worldPosition._1 += 2; } break; case 'e': System.Console.Beep(); break; case ' ': System.Console.Beep(); System.Console.Beep(); System.Console.Beep(); break; } }
public static bool IsInputDown(ulong _ulPlayerId, EInput _eInput) { return((s_cInstance.m_mPlayerStates[_ulPlayerId].ulInput & (ulong)1 << (int)_eInput) > 0); }
public static bool IsInputDown(EInput _eInput) { return(Input.GetKey(s_cInstance.m_aKeyBindings[(int)_eInput])); }
public static void SetKeyBinding(EInput _eInput, KeyCode _eKeyCode) { s_cInstance.m_aKeyBindings[(int)_eInput] = _eKeyCode; }