/// <summary> /// Handles player input, so we can determine what buttons are pressed by the client. /// </summary> /// <param name="message"></param> public override void HandleMcpePlayerInput(McpePlayerInput message) { // SendMessage($"MX: {message.motionX} MZ: {message.motionZ} Flag1: {message.flag1} Flag2: {message.flag2}"); if (CapturePlayerInputMode) { if (message.motionX > 0) { _inputStates[PlayerInput.A] = PlayerInputState.Down; _inputStates[PlayerInput.D] = PlayerInputState.Up; } else if (message.motionX < 0) { _inputStates[PlayerInput.A] = PlayerInputState.Up; _inputStates[PlayerInput.D] = PlayerInputState.Down; } else { _inputStates[PlayerInput.A] = PlayerInputState.Up; _inputStates[PlayerInput.D] = PlayerInputState.Up; } if (message.motionZ > 0) { _inputStates[PlayerInput.W] = PlayerInputState.Down; _inputStates[PlayerInput.S] = PlayerInputState.Up; } else if (message.motionZ < 0) { _inputStates[PlayerInput.W] = PlayerInputState.Up; _inputStates[PlayerInput.S] = PlayerInputState.Down; } else { _inputStates[PlayerInput.W] = PlayerInputState.Up; _inputStates[PlayerInput.S] = PlayerInputState.Up; } } base.HandleMcpePlayerInput(message); }
public void HandleMcpePlayerInput(McpePlayerInput message) { WritePackage(message); }
public void HandleMcpePlayerInput(McpePlayerInput message) { }