void ShotInput() { if (!shooterManager || shooterManager.rWeapon == null) { return; } if (isAiming && !shooterManager.shotting && aimConditions && !isReloading && !isAttacking) { if (shooterManager.rWeapon.automaticWeapon ? shotInput.GetButton() : shotInput.GetButtonDown()) { shooterManager.Shoot(aimPosition); } else if (shotInput.GetButtonDown()) { if (allowAttack == false) { shooterManager.Shoot(aimPosition); allowAttack = true; } } else { allowAttack = false; } } }
void ExitLadderInput() { if (!isUsingLadder) { return; } if (tpInput.cc.baseLayerInfo.IsName("EnterLadderTop") || tpInput.cc.baseLayerInfo.IsName("EnterLadderBottom")) { return; } if (ladderAction == null) { // exit ladder at any moment by pressing the cancelInput if (tpInput.cc.baseLayerInfo.IsName("ClimbLadder") && exitInput.GetButtonDown()) { if (debugMode) { Debug.Log("Quick Exit"); } ResetPlayerSettings(); } } else { var animationClip = ladderAction.exitAnimation; if (animationClip == "ExitLadderBottom") { // exit ladder when reach the bottom by pressing the cancelInput or pressing down at if (exitInput.GetButtonDown() || (speed <= -0.05f && !triggerExitOnce)) { if (debugMode) { Debug.Log("Exit Bottom"); } triggerExitOnce = true; tpInput.cc.animator.CrossFadeInFixedTime(ladderAction.exitAnimation, 0.1f); // trigger the animation clip } } else if (animationClip == "ExitLadderTop" && tpInput.cc.baseLayerInfo.IsName("ClimbLadder")) // exit the ladder from the top { if ((speed >= 0.05f) && !triggerExitOnce && !tpInput.cc.animator.IsInTransition(0)) // trigger the exit animation by pressing up { if (debugMode) { Debug.Log("Exit Top"); } triggerExitOnce = true; tpInput.cc.animator.CrossFadeInFixedTime(ladderAction.exitAnimation, 0.1f); // trigger the animation clip } } } }
void EquipmentInput() { if (!equipmentDisplayWindow.gameObject.activeSelf && openEquipment.GetButtonDown()) { equipmentDisplayWindow.gameObject.SetActive(true); isOpen = true; Time.timeScale = timeScaleWhileIsOpen; } else if (equipmentDisplayWindow.gameObject.activeSelf && (openEquipment.GetButtonDown() || cancel.GetButtonDown())) { equipmentDisplayWindow.gameObject.SetActive(false); isOpen = false; Time.timeScale = 1; } }
public virtual void CheckInput() { if (currentBuild && currentBuild.canCreate) { if (enterBuildMode.GetButtonDown()) { inBuildMode = !inBuildMode; if (inBuildMode) { EnterBuildMode(); } else { ExitBuildMode(); } } } else if (inBuildMode) { inBuildMode = false; if (currentBuild) { ExitBuildMode(); } } }
}//set c buttom to crounch method protected virtual void JumpInput() { if (jumpInput.GetButtonDown()) { cc.Jump(true); } }// set space button to jump method
}// set space button to jump method protected virtual void RollInput() { if (rollInput.GetButtonDown()) { cc.Roll(); } }//set Q button to roll
/// <summary> /// Input Button to remove the current selected equipped Item /// </summary> protected virtual void RemoveEquipmentInput() { if (currentEquipArea != null && removeEquipment.GetButtonDown()) { currentEquipArea.UnequipCurrentItem(); } }
protected virtual void LockOnInput() { if (tpInput.tpCamera == null || tpInput.cc == null) { return; } // lock the camera into a target, if there is any around if (lockOnInput.GetButtonDown() && !tpInput.cc.actions) { isLockingOn = !isLockingOn; LockOn(isLockingOn); } // unlock the camera if the target is null else if (isLockingOn && (tpInput.tpCamera.lockTarget == null)) { isLockingOn = false; LockOn(false); } // choose to use lock-on with strafe of free movement if (strafeWhileLockOn && !tpInput.cc.locomotionType.Equals(vThirdPersonMotor.LocomotionType.OnlyStrafe)) { if (isLockingOn && tpInput.tpCamera.lockTarget != null) { tpInput.cc.isStrafing = true; } else { tpInput.cc.isStrafing = false; } } }
/// <summary> /// Input Button to remove equiped Item /// </summary> void RemoveEquipmentInput() { if (currentEquipArea != null && removeEquipment.GetButtonDown()) { currentEquipArea.RemoveItem(); } }
}//set shift buttom to sprint method protected virtual void StrafeInput() { if (strafeInput.GetButtonDown()) { cc.Strafe(); } }//set TAB to strafe
}//set TAB to strafe protected virtual void CrounchInput() { if (crouchInput.GetButtonDown()) { cc.Crounch(); } }//set c buttom to crounch method
internal void CheckInput(vItem item, UnityEngine.Events.UnityEvent onEquip) { if (input.GetButtonDown()) { Equip(item); onEquip?.Invoke(); } }
void InventoryInput() { if (!firstWindow.gameObject.activeSelf && openInventory.GetButtonDown()) { firstWindow.gameObject.SetActive(true); isOpen = true; // onOpenCloseInventory.Invoke(true); Time.timeScale = timeScaleWhileIsOpen; } else if (firstWindow.gameObject.activeSelf && (openInventory.GetButtonDown() || cancel.GetButtonDown())) { firstWindow.gameObject.SetActive(false); isOpen = false; // onOpenCloseInventory.Invoke(false); Time.timeScale = 1; } }
protected virtual void HandleShot(vShooterWeapon weapon, GenericInput weaponInput, bool secundaryShot = false) { if (weapon.chargeWeapon) { if (weapon.ammoCount > 0 && weapon.powerCharge < 1 && weaponInput.GetButton()) { weapon.powerCharge += Time.deltaTime * weapon.chargeSpeed; } else if ((weapon.powerCharge >= 1 && weapon.autoShotOnFinishCharge) || weaponInput.GetButtonUp() || (!weaponInput.GetButton() && isAiming && weapon.powerCharge > 0)) { if (shooterManager.hipfireShot) { aimTimming = 3f; } shooterManager.Shoot(aimPosition, !isAiming, secundaryShot); weapon.powerCharge = 0; } animator.SetFloat("PowerCharger", weapon.powerCharge); } else if (weapon.automaticWeapon ? weaponInput.GetButton() : weaponInput.GetButtonDown()) { if (shooterManager.hipfireShot) { aimTimming = 3f; } shooterManager.Shoot(aimPosition, !isAiming, secundaryShot); } else if (weaponInput.GetButtonDown()) { if (allowAttack == false) { if (shooterManager.hipfireShot) { aimTimming = 1f; } shooterManager.Shoot(aimPosition, !isAiming, secundaryShot); allowAttack = true; } } else { allowAttack = false; } }
protected virtual void TriggerAnimation() { // condition to trigger the animation bool playConditions = !isPlaying && !tpInput.cc.customAction && !string.IsNullOrEmpty(animationClip); if (actionInput.GetButtonDown() && playConditions) { PlayAnimation(); } }
}//set values from to playercontroller protected virtual void SprintInput() { if (sprintInput.GetButtonDown()) { cc.Sprint(true); } else { cc.Sprint(false); } }//set shift buttom to sprint method
protected virtual void ReloadInput() { if (!shooterManager || shooterManager.rWeapon == null) { return; } if (reloadInput.GetButtonDown() && !cc.actions && !cc.ragdolled) { shooterManager.ReloadWeapon(); } }
/// <summary> /// Input Button to open the selected equipSlot /// </summary> void OpenCurrentSlot() { if (vInput.instance.inputDevice == InputDevice.Mobile) { if (currentEquipArea != null && openCurrentSlot.GetButtonDown()) { if (currentEquipArea.currentSelectedSlot != null) currentEquipArea.OnSubmitSlot(currentEquipArea.currentSelectedSlot); } } }
public void Update() { if (selectRightInput.GetButtonDown()) { SelectRight(); } else if (selectLeftInput.GetButtonDown()) { SelectLeft(); } }
protected virtual void SwitchCameraSide() { if (tpCamera == null) { return; } if (switchCameraSideInput.GetButtonDown()) { isCameraRightSwitched = !isCameraRightSwitched; tpCamera.SwitchRight(isCameraRightSwitched); } }
void EnterLadderInput() { if (ladderAction == null || tpInput.cc.customAction || tpInput.cc.isJumping || !tpInput.cc.isGrounded) { return; } if (enterInput.GetButtonDown() && !isUsingLadder && !ladderAction.autoAction) { TriggerEnterLadder(); } }
protected virtual void EnterLadderInput() { if (targetLadderAction == null || tpInput.cc.customAction || tpInput.cc.isJumping || !tpInput.cc.isGrounded || tpInput.cc.isRolling) { return; } if (enterInput.GetButtonDown() && !enterLadderStarted && !isUsingLadder && !targetLadderAction.autoAction) { TriggerEnterLadder(); } }
void Update() { if (input.GetButtonDown() && gameObject.activeSelf) { if (disableThisObjectAfterInput) { this.gameObject.SetActive(false); } OnPressInput.Invoke(); } }
}/// WEAK ATK INPUT protected virtual void MeleeStrongAttackInput() { if (cc.anime == null) { return; } if (strongAttackInput.GetButtonDown() && MeleeAttackStaminaConditions()) { cc.anime.SetInteger("AttackID", meleeManager.GetAttackID()); cc.anime.SetTrigger("StrongAttack"); } }/// STRONG ATK INPUT
/// <summary> /// Input Button to open the selected equipSlot /// </summary> void OpenCurrentSlot() { if (Invector.CharacterController.vInput.instance.inputDevice == CharacterController.InputDevice.Mobile) { if (currentEquipArea != null && openCurrentSlot.GetButtonDown()) { if (currentEquipArea.currentSelectedSlot != null) { currentEquipArea.OnSubmitSlot(currentEquipArea.currentSelectedSlot); } } } }
/// <summary> /// Manage the input to open or close the Inventory /// </summary> public virtual void OpenCloseInventoryInput() { if (openInventory.GetButtonDown() && canEquip) { if (!isOpen) { OpenInventory(); } else { CloseInventory(); } } }
protected virtual void ReloadInput() { var weapon = shooterManager.rWeapon ? shooterManager.rWeapon : shooterManager.lWeapon; if (!shooterManager || weapon == null) { return; } if (reloadInput.GetButtonDown() && !cc.actions && !cc.ragdolled) { aimTimming = 0f; shooterManager.ReloadWeapon(); } }
protected virtual void TriggerAnimation() { // condition to trigger the animation bool playConditions = !isPlaying && !tpInput.cc.customAction && !string.IsNullOrEmpty(animationClip); if (actionInput.GetButtonDown() && playConditions) { // we use a bool to trigger the event just once at the end of the animation triggerOnce = true; // trigger the OnPlay Event OnPlayAnimation.Invoke(); // trigger the animationClip tpInput.cc.animator.CrossFadeInFixedTime(animationClip, 0.1f); } }
protected virtual void Update() { if (itemWindow && itemWindow.currentSelectedSlot && itemWindow.currentSelectedSlot.item) { for (int i = 0; i < areasToEquip.Length; i++) { areasToEquip[i].CheckInput(itemWindow.currentSelectedSlot.item, onEquip); } } if (cancelInput.GetButtonDown()) { onCancel.Invoke(); } }
protected virtual void ShotInput() { if (!shooterManager || shooterManager.rWeapon == null) { return; } if ((isAiming && !shooterManager.hipfireShot || shooterManager.hipfireShot) && !shooterManager.isShooting && aimConditions && !isReloading && !isAttacking) { if (shooterManager.rWeapon.automaticWeapon ? shotInput.GetButton() : shotInput.GetButtonDown()) { if (shooterManager.hipfireShot) { aimTimming = 3f; } shooterManager.Shoot(aimPosition, !isAiming); } else if (shotInput.GetButtonDown()) { if (allowAttack == false) { if (shooterManager.hipfireShot) { aimTimming = 1f; } shooterManager.Shoot(aimPosition, !isAiming); allowAttack = true; } } else { allowAttack = false; } } shooterManager.UpdateShotTime(); }