private BoardCursorActualCore CreatePlayerCursor(bool isHuman, float offset, int player, BoardWar b1, BoardWar b2, bool force2P = false) { BoardCursorActualCore c; if (isHuman || force2P) { if (tutorialAssist != null) { c = GetTutorialCursor(player, offset, width, height, th); } else { c = GetUserCursor(player, offset, width, height, th, !force2P); } if (player == 1) { c.SetController(PD.controller, PD.GetKeyBindings()); } else { c.SetController(PD.controller2, PD.GetKeyBindings(1)); } } else { c = GetBotCursor(player, offset, width, height, th, b1, b2); } return(c); }
private InputCore GetInputHandler() { inputDelay = 0.0f; InputCore c = gameObject.AddComponent <InputCore>(); c.SetController(PD.controller, PD.GetKeyBindings()); return(c); }
protected OptionsCursor GetOptionsCursor(int w, int h, string sprite, float px, float py, float dx, float dy, int initX, int initY, int p = 1, int frame = -1, float dtweenchange = -1) { GameObject g = Instantiate(gameObject, Vector3.zero, Quaternion.identity) as GameObject; OptionsCursor c = g.AddComponent <OptionsCursor>(); Destroy(g); c.SetPD(PD); c.player = p; c.SetController(p == 1?PD.controller:PD.controller2, PD.GetKeyBindings(p - 1)); c.setWidthAndHeight(w, h); c.Setup(th); c.SetupMenu(sprite, px, py, dx, dy, initX, initY, frame, dtweenchange); return(c); }
public void Setup() { top = GetXMLHead(); buttonsSheet = Resources.LoadAll <Sprite>(SpritePaths.InputIcons); cancelSheet = Resources.LoadAll <Sprite>(SpritePaths.CancelButtons); renderLayer = "HUDText"; headerText.text = GetXmlValue(top, "controls"); float x = -0.25f; f = PD.mostCommonFont.Clone(); f.align = TextAlignment.Right; f.anchor = TextAnchor.MiddleRight; texts.Add(GetMeshText(new Vector2(x, 0.6f), "Up:", f)); texts.Add(GetMeshText(new Vector2(x, 0.4f), "Down:", f)); texts.Add(GetMeshText(new Vector2(x, 0.2f), "Left:", f)); texts.Add(GetMeshText(new Vector2(x, 0.0f), "Right:", f)); texts.Add(GetMeshText(new Vector2(x, -0.2f), "Launch/Confirm:", f)); texts.Add(GetMeshText(new Vector2(x, -0.4f), "Shift Left:", f)); texts.Add(GetMeshText(new Vector2(x, -0.6f), "Shift Right:", f)); texts.Add(GetMeshText(new Vector2(x, -0.8f), "Shift All Left:", f)); texts.Add(GetMeshText(new Vector2(x, -1.0f), "Shift All Right:", f)); texts.Add(GetMeshText(new Vector2(x, -1.2f), "Pause:", f)); texts.Add(GetMeshText(new Vector2(x, -1.4f), "Cancel:", f)); f.align = TextAlignment.Left; f.anchor = TextAnchor.MiddleLeft; keyOrdering = new InputMethod.KeyBinding[] { InputMethod.KeyBinding.back, InputMethod.KeyBinding.pause, InputMethod.KeyBinding.shiftAR, InputMethod.KeyBinding.shiftAL, InputMethod.KeyBinding.shiftR, InputMethod.KeyBinding.shiftL, InputMethod.KeyBinding.launch, InputMethod.KeyBinding.right, InputMethod.KeyBinding.left, InputMethod.KeyBinding.down, InputMethod.KeyBinding.up }; p1x = x + 0.75f; p1 = new List <GameObject>(); texts.Add(GetMeshText(new Vector2(p1x, 1.0f), "P1", f)); texts.Add(GetMeshText(new Vector2(p1x, 0.8f), "ALL", f)); for (int y = 0; y < keyOrdering.Length; y++) { p1.Add(GetKeyBindingDisplay(PD.controller, new Vector2(p1x, -1.4f + y * 0.2f), keyOrdering[y])); } p2x = p1x + 1.75f; p2 = new List <GameObject>(); texts.Add(GetMeshText(new Vector2(p2x, 1.0f), "P2", f)); texts.Add(GetMeshText(new Vector2(p2x, 0.8f), "ALL", f)); fakePlayer2 = new Input_Computer(); fakePlayer2.Initialize(PD.GetKeyBindings(1)); for (int y = 0; y < keyOrdering.Length; y++) { p2.Add(GetKeyBindingDisplay(fakePlayer2, new Vector2(p2x, -1.4f + y * 0.2f), keyOrdering[y])); } topCollider = GetCollider("top", new Vector3(1.45f, -0.2f), 1.2f, 13.5f); }
protected MenuCursor GetMenuCursor(int w, int h, string sprite, float px, float py, float dx, float dy, int initX, int initY, int p = 1, int frame = -1, float dtweenchange = -1, string sortLayer = "") { GameObject g = new GameObject("Menu CursorContainer " + p); MenuCursor c = g.AddComponent <MenuCursor>(); c.SetPD(PD); c.player = p; c.SetController(p == 1?PD.controller:PD.controller2, PD.GetKeyBindings(p - 1)); c.setWidthAndHeight(w, h); c.Setup(th); c.SetupMenu(sprite, px, py, dx, dy, initX, initY, frame, dtweenchange); if (sortLayer != "") { c.cursor.renderer.sortingLayerName = sortLayer; } return(c); }