// Token: 0x060051B1 RID: 20913 RVA: 0x001BFFD0 File Offset: 0x001BE3D0 public InputStateController PeekInputController() { InputStateController result = null; if (this.mInputStateControllerStack.Count > 0) { result = this.mInputStateControllerStack[this.mInputStateControllerStack.Count - 1]; } return(result); }
// Token: 0x060051AE RID: 20910 RVA: 0x001BFE78 File Offset: 0x001BE278 public void PushInputController(string inputControllerName) { if (InputStateControllerManager.currentController != null) { InputStateControllerManager.currentController.enabled = false; } Type type = Type.GetType(inputControllerName); InputStateController inputStateController = (InputStateController)base.gameObject.AddComponent(type); this.mInputStateControllerStack.Add(inputStateController); inputStateController.OnActivate(); }
// Token: 0x060051B0 RID: 20912 RVA: 0x001BFF70 File Offset: 0x001BE370 public InputStateController PopInputController() { InputStateController inputStateController = null; if (this.mInputStateControllerStack.Count > 1) { inputStateController = this.PeekInputController(); this.mInputStateControllerStack.RemoveAt(this.mInputStateControllerStack.Count - 1); UnityEngine.Object.Destroy(inputStateController); this.PeekInputController().enabled = true; this.PeekInputController().OnActivate(); } return(inputStateController); }
// Token: 0x060051AF RID: 20911 RVA: 0x001BFECC File Offset: 0x001BE2CC public void SetBaseInputController(string inputControllerName) { bool enabled = true; if (this.mInputStateControllerStack.Count > 0 && this.mInputStateControllerStack[0] != null) { enabled = this.mInputStateControllerStack[0].enabled; } Type type = Type.GetType(inputControllerName); InputStateController inputStateController = (InputStateController)base.gameObject.AddComponent(type); if (this.mInputStateControllerStack.Count == 0) { this.mInputStateControllerStack.Add(null); inputStateController.OnActivate(); } this.mInputStateControllerStack[0] = inputStateController; this.mInputStateControllerStack[0].enabled = enabled; }
public override void HandleInput(InputStateController.InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardState; GamePadState gamePadState = input.CurrentGamePadState; // The game pauses either if the user presses the pause button, or if // they unplug the active gamepad. This requires us to keep track of // whether a gamepad was ever plugged in, because we don't want to pause // on PC if they are playing with a keyboard and have no gamepad at all! bool gamePadDisconnected = !gamePadState.IsConnected && input.GamePadWasConnected; if (input.IsPauseGame() || gamePadDisconnected) { sounds.PauseMusic(); ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { sounds.ResumeMusic(); // handle input...move from Piece.cs if (input.IsKeyPressed(Keys.Right) && input.IsKeyPressed(Keys.Left)) { //do nothing } else if (input.IsKeyTriggered(Keys.Right) || input.IsLeftStickRightTriggered()) { currentPiece.moveRight(); } else if (input.IsKeyTriggered(Keys.Left) || input.IsLeftStickLeftTriggered()) { currentPiece.moveLeft(); } else if (input.IsKeyTriggered(Keys.Down) || input.IsLeftStickDownTriggered()) { currentPiece.moveDown(Direction.Soft); } else if (input.IsKeyTriggered(Keys.Up) || input.IsLeftStickUpTriggered()) { currentPiece.rotate(); } else if (input.IsKeyTriggered(Keys.Space) || input.IsButtonTriggered(Buttons.A)) { currentPiece.drop(); } else if (input.IsKeyTriggered(Keys.C) || input.IsButtonTriggered(Buttons.X)) { if (!currentPiece.Swapped) currentPiece.swap(); } } }
public JoyStrickState(InputStateController mController, Transform trans) : base(mController, trans) { this.MStateName = "JoyStrickState"; }
public KeyBoardState(InputStateController mController, Transform trans) : base(mController, trans) { this.MStateName = "KeyBoardState"; }
public IInputState(InputStateController mController, Transform trans) { m_Controller = mController; m_transform = trans; }