示例#1
0
    // Use this for initialization
    void Start()
    {
        characterActions = new MyCharacterActions();

        characterActions.Left.AddDefaultBinding(Key.LeftArrow);
        characterActions.Left.AddDefaultBinding(InputControlType.DPadLeft);

        characterActions.Right.AddDefaultBinding(Key.RightArrow);
        characterActions.Right.AddDefaultBinding(InputControlType.DPadRight);

        characterActions.Up.AddDefaultBinding(Key.UpArrow);
        characterActions.Up.AddDefaultBinding(InputControlType.DPadDown);

        characterActions.Down.AddDefaultBinding(Key.DownArrow);
        characterActions.Down.AddDefaultBinding(InputControlType.DPadUp);

        characterActions.Accelerate.AddDefaultBinding(Key.Space);
        characterActions.Accelerate.AddDefaultBinding(InputControlType.DPadUp);

        characterActions.SwitchPolarity.AddDefaultBinding(Key.X);
        characterActions.SwitchPolarity.AddDefaultBinding(InputControlType.Action3);

        characterActions.SwitchToNormal.AddDefaultBinding(Key.C);
        characterActions.SwitchToNormal.AddDefaultBinding(InputControlType.Action2);

        characterActions.Jump.AddDefaultBinding(Key.Z);
        characterActions.Jump.AddDefaultBinding(InputControlType.Action1);

        characterActions.Boost.AddDefaultBinding(Key.V);
        characterActions.Boost.AddDefaultBinding(InputControlType.Action4);

        characterActions.Select.AddDefaultBinding(Key.Z);
        characterActions.Select.AddDefaultBinding(InputControlType.Action4);
    }
示例#2
0
 void Start()
 {
     playerActions    = new MyCharacterActions();
     playerController = GameObject.Find("Player").GetComponent <PlayerController>();
     healthBar.SetActive(false);
     Time.timeScale = 1f;
     audioBank      = GameObject.Find("_AudioBank").GetComponent <AudioBank>();
     textBank       = GameObject.Find("_TextBank").GetComponent <TextBank>();
     beginText      = textBank.beginText;
     quitText       = textBank.quitText;
     restartText    = textBank.restartText;
     textBank.healthText.enabled       = true;
     textBank.currentScoreText.enabled = true;
     StartCoroutine(KamikazeSpawnIncreases());
     StartCoroutine(StarshipSpawnIncreases());
     StartCoroutine(DisclaimerTimer());
     BeginGame();
     // StartCoroutine(AcquireInputType());
 }
示例#3
0
        private void Start()
        {
            r_joystick         = InputManager.ActiveDevice;
            r_characterActions = new MyCharacterActions();

            r_characterActions.Left.AddDefaultBinding(InputControlType.LeftStickLeft);

            r_characterActions.Right.AddDefaultBinding(InputControlType.LeftStickRight);

            r_characterActions.Jump.AddDefaultBinding(InputControlType.Action1);

            r_characterActions.Shoot.AddDefaultBinding(InputControlType.RightTrigger);
            r_characterActions.Shoot.AddDefaultBinding(InputControlType.LeftTrigger);

            r_characterActions.Sword.AddDefaultBinding(InputControlType.Action3);

            r_characterActions.Dash.AddDefaultBinding(InputControlType.RightBumper);
            r_characterActions.Dash.AddDefaultBinding(InputControlType.LeftBumper);
        }
示例#4
0
    void ControllerMenuCursorMovement(MyCharacterActions playerInput, bool holdingDirection)
    {
        if (titleMenuParent.activeSelf == false)
        {
            float input    = playerInput.horizontalAxis.Value;
            int   rawInput = 0;

            // Get the input from the stick and account for dead zones
            if (Mathf.Abs(input) < 0.35f)
            {
                rawInput         = 0;
                holdingDirection = false;
            }
            else if (Mathf.Abs(input) > 0.35f)
            {
                rawInput = (int)Mathf.Sign(input) * 1;
            }

            // if the player is holding the stick make it so that the cursor dosn't move at super speeds
            if (Mathf.Abs(rawInput) > 0 && holdingDirection == false)
            {
                holdingDirection = true;
                menuIndex        = (menuIndex + rawInput) % (controllerDeviceOptions.Length);

                // If the player is holding the opposite direction then make the index loop properly
                if (Mathf.Sign(menuIndex) == -1)
                {
                    menuIndex = (controllerDeviceOptions.Length) + menuIndex;
                }

                // set the menu options
                for (int i = 0; i < controllerInputOptions.Length; i++)
                {
                    if (i == menuIndex)
                    {
                        controllerInputOptions[menuIndex].SetActive(true);
                        ControllerSelectEvent.start();  //play audio

                        // Animate the directional arrows
                        if (Mathf.Sign(rawInput) == -1 && leftArrowAnimator.enabled == true && leftArrow.activeSelf == true)
                        {
                            leftArrowAnimator.SetTrigger("IsUsed");
                        }
                        if (Mathf.Sign(rawInput) == 1 && rightArrowAnimator.enabled == true && rightArrow.activeSelf == true)
                        {
                            rightArrowAnimator.SetTrigger("IsUsed");
                        }
                    }
                    else
                    {
                        controllerInputOptions[i].SetActive(false);
                    }
                }
            }

            if (playerInput == player1Movement.playerInput)
            {
                p1HoldingDirection = holdingDirection;
            }
            else if (playerInput == player2Movement.playerInput)
            {
                p2HoldingDirection = holdingDirection;
            }
        }
    }