void Update() { if (XCI.GetButtonDown(XboxButton.DPadUp, XboxController.First) || XCI.GetButtonDown(XboxButton.DPadUp, XboxController.Second) || XCI.GetButtonDown(XboxButton.DPadUp, XboxController.Fourth) || XCI.GetButtonDown(XboxButton.DPadUp, XboxController.Third)) { selectID--; } if (XCI.GetButtonDown(XboxButton.DPadDown, XboxController.First) || XCI.GetButtonDown(XboxButton.DPadDown, XboxController.Second) || XCI.GetButtonDown(XboxButton.DPadDown, XboxController.Fourth) || XCI.GetButtonDown(XboxButton.DPadDown, XboxController.Third)) { selectID++; } if (selectID < 0) { selectID = 2; } if (selectID > 2) { selectID = 0; } switch (selectID) { case 0: ContinueImage.sprite = ContinueSprite_Gray; RestartImage.sprite = RestartSprite; ExitImage.sprite = ExitSprite; if (XCI.GetButtonDown(XboxButton.A, XboxController.All)) { Continue(); } break; case 1: ContinueImage.sprite = ContinueSprite; RestartImage.sprite = RestartSprite_Gray; ExitImage.sprite = ExitSprite; if (XCI.GetButtonDown(XboxButton.A, XboxController.All)) { Restart(); } break; case 2: ContinueImage.sprite = ContinueSprite; RestartImage.sprite = RestartSprite; ExitImage.sprite = ExitSprite_Gray; if (XCI.GetButtonDown(XboxButton.A, XboxController.All)) { Exit(); } break; } }
// Update is called once per frame void Update() { MoneyText.text = "$" + Mathf.RoundToInt(PlayerBank.instance.TeamMoney); //deal with prices bool fuelUpsAvailable = true; if (FollowScript.playersUpgrades.CurrentFuel == UpgradesData.instance.FuelUpgrades.Count - 1) { Fuel.text = "No more upgrades"; fuelUpsAvailable = false; } else { Fuel.text = "$" + UpgradesData.instance.PriceTable[FollowScript.playersUpgrades.CurrentFuel + 1]; } bool healthUpsAvailable = true; if (FollowScript.playersUpgrades.CurrentHealth == UpgradesData.instance.HealthUpgrades.Count - 1) { Health.text = "No more upgrades"; healthUpsAvailable = false; } else { Health.text = "$" + UpgradesData.instance.PriceTable[FollowScript.playersUpgrades.CurrentHealth + 1]; } bool cargoUpsAvailable = true; if (FollowScript.playersUpgrades.CurrentCargo == UpgradesData.instance.CargoUpgrades.Count - 1) { Cargo.text = "No more upgrades"; cargoUpsAvailable = false; } else { Cargo.text = "$" + UpgradesData.instance.PriceTable[FollowScript.playersUpgrades.CurrentCargo + 1]; } bool drillUpsAvailable = true; if (FollowScript.playersUpgrades.CurrentDrill == UpgradesData.instance.DrillUpgrades.Count - 1) { Drill.text = "No more upgrades"; drillUpsAvailable = false; } else { Drill.text = "$" + UpgradesData.instance.PriceTable[FollowScript.playersUpgrades.CurrentDrill + 1]; } bool jetUpsAvailable = true; if (FollowScript.playersUpgrades.CurrentJumpJet == UpgradesData.instance.JumpjetUpgrades.Count - 1) { Jets.text = "No more upgrades"; jetUpsAvailable = false; } else { Jets.text = "$" + UpgradesData.instance.PriceTable[FollowScript.playersUpgrades.CurrentJumpJet + 1]; } //handle inputs if ((XCI.GetButtonDown(XboxButton.A, FollowScript.playersId.controller) || (FollowScript.playersId.GetControllerInt() == 4) && Input.GetButtonDown("Fire1")) && fuelUpsAvailable) { float bank = PlayerBank.instance.TeamMoney; BoostFuel(bank); } if ((XCI.GetButtonDown(XboxButton.B, FollowScript.playersId.controller) || (FollowScript.playersId.GetControllerInt() == 4) && Input.GetButtonDown("Fire3")) && healthUpsAvailable) { float bank = PlayerBank.instance.TeamMoney; BoostHealth(bank); } if ((XCI.GetButtonDown(XboxButton.X, FollowScript.playersId.controller) || (FollowScript.playersId.GetControllerInt() == 4) && Input.GetButtonDown("Fire2")) && cargoUpsAvailable) { float bank = PlayerBank.instance.TeamMoney; BoostCargo(bank); } if ((XCI.GetButtonDown(XboxButton.Y, FollowScript.playersId.controller) || (FollowScript.playersId.GetControllerInt() == 4) && Input.GetButtonDown("Fire4")) && drillUpsAvailable) { float bank = PlayerBank.instance.TeamMoney; BoostDrill(bank); } if ((XCI.GetButtonDown(XboxButton.RightBumper, FollowScript.playersId.controller) || (FollowScript.playersId.GetControllerInt() == 4) && Input.GetButtonDown("Fire5")) && jetUpsAvailable) { float bank = PlayerBank.instance.TeamMoney; BoostJet(bank); } }
void Update() { MenuSelector temp; int nextSlot = -1; for (int i = 0; i < playerSelections.Length; i++) { temp = selectors[i].GetComponent("MenuSelector") as MenuSelector; if (!selectorCoolDowns[i]) { if (XCI.GetButtonDown(XboxButton.A, i + 1)) { if (!temp.SelectionConfirmed) { temp.SelectionConfirmed = true; } } if (XCI.GetButtonDown(XboxButton.B, i + 1)) { if (temp.SelectionConfirmed) { temp.SelectionConfirmed = false; } } if (XCI.GetAxis(XboxAxis.LeftStickX, i + 1) > 0.5) { nextSlot = playerSelections[i]; do { nextSlot++; if (nextSlot >= tankMenuObjects.Count) { nextSlot = 0; } else if (nextSlot < 0) { nextSlot = tankMenuObjects.Count - 1; } } while (isOccupied(nextSlot)); if (!temp.SelectionConfirmed) { playerSelections[i] = nextSlot; } selectors[i].transform.position = tankMenuObjects[playerSelections[i]].Position; selectorCoolDowns[i] = true; StartCoroutine(SelectionWait(i)); } else if (XCI.GetAxis(XboxAxis.LeftStickX, i + 1) < -0.5) { nextSlot = playerSelections[i]; do { nextSlot--; if (nextSlot >= tankMenuObjects.Count) { nextSlot = 0; } else if (nextSlot < 0) { nextSlot = tankMenuObjects.Count - 1; } } while (isOccupied(nextSlot)); if (!temp.SelectionConfirmed) { playerSelections[i] = nextSlot; } selectors[i].transform.position = tankMenuObjects[playerSelections[i]].Position; selectorCoolDowns[i] = true; StartCoroutine(SelectionWait(i)); } } } int confirmedCount = 0; for (int i = 0; i < playerSelections.Length; i++) { temp = selectors[i].GetComponent("MenuSelector") as MenuSelector; if (temp.SelectionConfirmed) { confirmedCount++; } } if (confirmedCount >= XCI.GetNumPluggedCtrlrs()) { Debug.Log("Ready to Play"); } }
void Update() { if (bIsOnMenu) { return; } if (!finished) { if ((Input.GetKeyDown(KeyCode.Space) || XCI.GetButtonDown(XboxButton.A)) && allowedToJump) { hovering = true; isGrounded = false; allowedToJump = false; } if (magnatise) { //If both directions are being pressed if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) && (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) && XCI.GetAxisRaw(XboxAxis.LeftStickX, controller) == 0.0f) { movingLeft = false; movingRight = false; } else { //Left Movement if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) { movingLeft = true; } else { movingLeft = false; } //Right Movement if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) { movingRight = true; } else { movingRight = false; } } if (XCI.GetAxisRaw(XboxAxis.LeftStickX, controller) < 0.0f) { movingLeft = true; movingRight = false; } if (XCI.GetAxisRaw(XboxAxis.LeftStickX, controller) > 0.0f) { movingRight = true; movingLeft = false; } } else if (!magnatise) { if (!XCI.IsPluggedIn(1)) { if (transform.position.x == leftLanePos.x) { if (movingLeft) { movingLeft = false; } inLeftLane = true; inMidLane = false; inRightLane = false; } if (transform.position.x == rightLanePos.x) { if (movingRight) { movingRight = false; } inLeftLane = false; inMidLane = false; inRightLane = true; } if (transform.position.x == centreLanePos.x) { inLeftLane = false; inMidLane = true; inRightLane = false; } } else { if ((Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A)) && (!inLeftLane || !inMidLane)) { movingLeft = true; } if ((Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D)) && (!inMidLane || !inRightLane)) { movingRight = true; } if (XCI.GetAxisRaw(XboxAxis.LeftStickX, controller) < 0.0f) { movingLeft = true; movingRight = false; } if (XCI.GetAxisRaw(XboxAxis.LeftStickX, controller) > 0.0f) { movingRight = true; movingLeft = false; } if (XCI.GetAxisRaw(XboxAxis.LeftStickX, controller) == 0.0f) { movingLeft = false; movingRight = false; } } } } else { movingLeft = false; movingRight = false; } }
// Update is called once per frame void Update() { //if (playerJoined && !Globals.Instance.GameManager.joinedPlayers.Contains(playerNum)) //{ // Leave(); //} if (state == PlayerSelectorState.NameEntry) { float horizontal = XCI.GetAxisRaw(XboxAxis.LeftStickX, controller); float vertical = XCI.GetAxisRaw(XboxAxis.LeftStickY, controller); bool usingStick = false; if (Mathf.Abs(horizontal) > 0.8f) { usingStick = true; if (canMoveCursor) { nameEntry.MoveCursor(horizontal > 0); canMoveCursor = false; if (moveCursorSound != null) { moveCursorSound.PlayEffect(); } } } else { canMoveCursor = true; //reset moving the cursor each time the user stops pushing a direction } if (Mathf.Abs(vertical) > 0.3) { usingStick = true; letterChangeValue += (vertical * Time.deltaTime * nameEntrySensitivity); if (vertical > 0 && letterChangeValue > letterChangeThreshold) { //move up one letter nameEntry.ChangeLetter(true); letterChangeValue = 0.0f; if (changeLetterNextSound != null) { changeLetterNextSound.PlayEffect(); } } else if (vertical < 0 && letterChangeValue < (letterChangeThreshold * -1)) { //move down one letter nameEntry.ChangeLetter(false); letterChangeValue = 0.0f; if (changeLetterPrevSound != null) { changeLetterPrevSound.PlayEffect(); } } } else { //letterChangeValue = 0.0f; } if (!usingStick) { if (XCI.GetButtonDown(XboxButton.DPadRight, controller)) { nameEntry.MoveCursor(true); if (moveCursorSound != null) { moveCursorSound.PlayEffect(); } } else if (XCI.GetButtonDown(XboxButton.DPadLeft, controller)) { nameEntry.MoveCursor(false); if (moveCursorSound != null) { moveCursorSound.PlayEffect(); } } if (XCI.GetButtonDown(XboxButton.DPadUp, controller)) { nameEntry.ChangeLetter(true); if (changeLetterNextSound != null) { changeLetterNextSound.PlayEffect(); } } else if (XCI.GetButtonDown(XboxButton.DPadDown, controller)) { nameEntry.ChangeLetter(false); if (changeLetterPrevSound != null) { changeLetterPrevSound.PlayEffect(); } } } if (XCI.GetButtonDown(XboxButton.Y, controller)) { nameEntry.SetRandomName(); if (randomNameSound != null) { randomNameSound.PlayEffect(); } } } if (XCI.GetButtonDown(XboxButton.A, controller)) { Confirm(); } if (XCI.GetButtonDown(XboxButton.B, controller)) { Cancel(); } if (XCI.GetButtonDown(XboxButton.Start, controller)) { if (state == PlayerSelectorState.Joined && Globals.Instance.GameManager.isRoundReady) { //start game! Globals.Instance.GameManager.StartRound(); } } }
void Reload() { if (_gunInventory[_currentlySelectedWeapon].gunObject && !_grenadeSelected && _currentlySelectedWeapon != 2) { if (_currentWeaponInterface.returnCurrentMagazineValue() == 0) { RemoveCritBoost(); } bool fullMagazine = _currentWeaponInterface.returnCurrentMagazineValue() == _currentWeaponInterface.ReturnClipSize(); if (XCI.GetButtonDown(XboxButton.X, _inputScript.controller) && !fullMagazine && _gunInventory[_currentlySelectedWeapon].currentAmmo > 0) { GetComponent <SCR_PlayerWorldSpaceUI>().ShowReloadPrompt(true); if (!_isReloading) { if (bCritActive) { RemoveCritBoost(); } critGauge = null; _isReloading = true; _currentWeaponInterface.GunReload(true); normalGauge = uiManagerScript.DecreaseSteamGauge(gameObject.tag, this, reloadMultiplier, playerWorldSpaceUIScr); _currentWeaponInterface.PlayReloadSound(); StartCoroutine(normalGauge); if (!bHasReloaded && bTutorialCanReload) { GameObject tutorialManager = GameObject.FindGameObjectWithTag("TutorialManager"); if (tutorialManager) { SCR_TutorialManager tutorialManagerScr = tutorialManager.GetComponent <SCR_TutorialManager>(); tutorialManagerScr.SetHasReloaded(); } bHasReloaded = true; } playerWorldSpaceUIScr.HideReloadButtonPrompt(); } else if (_isReloading && !_CritAttempted) { if (normalGauge != null) { StopCoroutine(normalGauge); normalGauge = null; } critGauge = uiManagerScript.rotateGaugePinFull(0.0f, this, gameObject.tag, false); StartCoroutine(critGauge); playerWorldSpaceUIScr.ShowReloadPrompt(false); //Original system //float clipPercentage = uiManagerScript.ReturnPercentage(gameObject.tag); //float ammoGaugePercentage = RefillClip(clipPercentage); //EGX SYSTEM float ammoGaugePercentage = RefillClip(100); _CritAttempted = true; uiManagerScript.SetCurrentAmmoText(gameObject.tag, ammoGaugePercentage * _currentWeaponInterface.ReturnClipSize(), _gunInventory[_currentlySelectedWeapon].currentAmmo, _currentWeaponInterface.ReturnClipSize()); if (uiManagerScript.WithinCritZone()) { CriticalDamageBonus(); SCR_AudioManager.instance.Play("DingReload"); } } } } }
/* * Brief: manage the jump of the player */ void Update() { // if the player is alive if (m_cameraMovement.m_playerAlive) { if (m_rb2d.drag > m_groundDrag) { m_recoveryTimer += Time.deltaTime; m_rb2d.drag = Mathf.Lerp(m_landDrag, m_groundDrag, m_recoveryTimer / m_recoveryTime); } // If the jump button goes down and the player is not in the air, jump if ((Input.GetButtonDown("Jump") || XCI.GetButtonDown(XboxButton.A)) && m_jumpTimer == 0.0f && !m_inAir) { m_rb2d.AddForce(m_jumpForcev2, ForceMode2D.Impulse); m_jumpTimer += Time.deltaTime; } // If the jump key or button is let go, stop jumping else if (Input.GetButtonUp("Jump") || XCI.GetButtonUp(XboxButton.A)) { //Checks if the player is in the air if (m_inAir) { m_jumpTimer = m_maxJumpTime; } //Checks if the player is no longer in the air else { m_jumpTimer = 0.0f; } } //If jump key or button is held maintain velocity and increase timer else if ((Input.GetButton("Jump") || XCI.GetButton(XboxButton.A)) && m_jumpTimer < m_maxJumpTime) { //Checks if player is in the air if (m_inAir) { m_rb2d.velocity.Set(m_rb2d.velocity.x, m_jumpVelocity); } m_jumpTimer += Time.deltaTime; } //Store previous jump velocity m_jumpVelocity = m_rb2d.velocity.y; if (gameObject.transform.rotation.eulerAngles.y > 90.0f) { m_rayPosition.x = (m_playerDimensions.x / 2) - m_rayOffset; } else { m_rayPosition.x = -(m_playerDimensions.x / 2) + m_rayOffset; } // draw a raycast below the player m_rayH2D = Physics2D.Raycast(gameObject.transform.position + m_rayPosition, gameObject.transform.right, m_playerDimensions.x - m_rayOffset); //Debug.DrawRay(gameObject.transform.position + m_rayPosition, gameObject.transform.right); // if the raycast collides with a platform, the player is touching the ground if (m_rayH2D.collider != null && m_rayH2D.collider.gameObject.tag == "Platform") { m_inAir = false; m_jumpTimer = 0.0f; if (m_rb2d.drag == m_airDrag) { m_landDrag = Mathf.Lerp(m_maxLandDrag, m_groundDrag, (Mathf.Abs(m_rb2d.velocity.x) / m_maxHorizontalSpeed)); m_rb2d.drag = m_landDrag; m_recoveryTimer = 0.0f; } } // if the raycast does not collide with a platform, the player is in the air else { m_inAir = true; m_rb2d.drag = m_airDrag; } } m_animator.SetBool("Jump", m_inAir); print(m_rb2d.velocity.x); }
// Update is called once per frame void Update() { if (uiObjects[0].activeInHierarchy) //if currently at MAIN MENU State { Time.timeScale = 0; if (currPointing_MainMenu == currOption_MainMenu.START) { if (XCI.GetButtonDown(XboxButton.DPadUp, controller) || XCI.GetButtonDown(XboxButton.DPadDown, controller)) { startSprite_MainMenu.sprite = startSpriteList_MainMenu[0]; exitSprite_MainMenu.sprite = exitSpriteList_MainMenu[1]; currPointing_MainMenu = currOption_MainMenu.EXIT; } if (XCI.GetButtonDown(XboxButton.B, controller)) { switchGameState(gameState.INGAME); } } else if (currPointing_MainMenu == currOption_MainMenu.EXIT) { if (XCI.GetButtonDown(XboxButton.DPadUp, controller) || XCI.GetButtonDown(XboxButton.DPadDown, controller)) { startSprite_MainMenu.sprite = startSpriteList_MainMenu[1]; exitSprite_MainMenu.sprite = exitSpriteList_MainMenu[0]; currPointing_MainMenu = currOption_MainMenu.START; } if (XCI.GetButtonDown(XboxButton.B, controller)) { Application.Quit(); } } } if (uiObjects[1].activeInHierarchy) //if currently at INGAME State { Time.timeScale = 1; player1ScoreText.text = player1Score.ToString(); player2ScoreText.text = player2Score.ToString(); if (XCI.GetButtonDown(XboxButton.Start, controller)) { switchGameState(gameState.PAUSE); } } if (uiObjects[2].activeInHierarchy) //if currently at PAUSE State { Time.timeScale = 0; if (currPointing_Pause == currOption_Pause.RESUME) { if (XCI.GetButtonDown(XboxButton.B, controller)) { switchGameState(gameState.INGAME); } if (XCI.GetButtonDown(XboxButton.DPadUp, controller)) { currPointing_Pause = currOption_Pause.EXIT; resumeSprite_Pause.sprite = resumeSpriteList_Pause[0]; mainMenuSprite_Pause.sprite = mainMenuSpriteList_Pause[0]; exitSprite_Pause.sprite = exitSpriteList_Pause[1]; } if (XCI.GetButtonDown(XboxButton.DPadDown, controller)) { currPointing_Pause = currOption_Pause.MAIN; resumeSprite_Pause.sprite = resumeSpriteList_Pause[0]; mainMenuSprite_Pause.sprite = mainMenuSpriteList_Pause[1]; exitSprite_Pause.sprite = exitSpriteList_Pause[0]; } } else if (currPointing_Pause == currOption_Pause.MAIN) { if (XCI.GetButtonDown(XboxButton.B, controller)) { switchGameState(gameState.MAIN); } if (XCI.GetButtonDown(XboxButton.DPadUp, controller)) { currPointing_Pause = currOption_Pause.RESUME; resumeSprite_Pause.sprite = resumeSpriteList_Pause[1]; mainMenuSprite_Pause.sprite = mainMenuSpriteList_Pause[0]; exitSprite_Pause.sprite = exitSpriteList_Pause[0]; } if (XCI.GetButtonDown(XboxButton.DPadDown, controller)) { currPointing_Pause = currOption_Pause.EXIT; resumeSprite_Pause.sprite = resumeSpriteList_Pause[0]; mainMenuSprite_Pause.sprite = mainMenuSpriteList_Pause[0]; exitSprite_Pause.sprite = exitSpriteList_Pause[1]; } } else if (currPointing_Pause == currOption_Pause.EXIT) { if (XCI.GetButtonDown(XboxButton.B, controller)) { Application.Quit(); } if (XCI.GetButtonDown(XboxButton.DPadUp, controller)) { currPointing_Pause = currOption_Pause.MAIN; resumeSprite_Pause.sprite = resumeSpriteList_Pause[0]; mainMenuSprite_Pause.sprite = mainMenuSpriteList_Pause[1]; exitSprite_Pause.sprite = exitSpriteList_Pause[0]; } if (XCI.GetButtonDown(XboxButton.DPadDown, controller)) { currPointing_Pause = currOption_Pause.RESUME; resumeSprite_Pause.sprite = resumeSpriteList_Pause[1]; mainMenuSprite_Pause.sprite = mainMenuSpriteList_Pause[0]; exitSprite_Pause.sprite = exitSpriteList_Pause[0]; } } } if (uiObjects[3].activeInHierarchy) //if currently at In NEXT State { Time.timeScale = 0; if (currPointing_Next == currOption_Next.NEXT) { if (XCI.GetButtonDown(XboxButton.B, controller)) { switchGameState(gameState.INGAME); GM.refreshStage(); } if (XCI.GetButtonDown(XboxButton.DPadUp, controller)) { currPointing_Next = currOption_Next.EXIT; nextSprite_Next.sprite = nextSpriteList_Next[0]; mainMenuSprite_Next.sprite = mainMenuSpriteList_Next[0]; exitSprite_Next.sprite = exitSpriteList_Next[1]; } if (XCI.GetButtonDown(XboxButton.DPadDown, controller)) { currPointing_Next = currOption_Next.MAIN; nextSprite_Next.sprite = nextSpriteList_Next[0]; mainMenuSprite_Next.sprite = mainMenuSpriteList_Next[1]; exitSprite_Next.sprite = exitSpriteList_Next[0]; } } else if (currPointing_Next == currOption_Next.MAIN) { if (XCI.GetButtonDown(XboxButton.B, controller)) { switchGameState(gameState.MAIN); } if (XCI.GetButtonDown(XboxButton.DPadUp, controller)) { currPointing_Next = currOption_Next.NEXT; nextSprite_Next.sprite = nextSpriteList_Next[1]; mainMenuSprite_Next.sprite = mainMenuSpriteList_Next[0]; exitSprite_Next.sprite = exitSpriteList_Next[0]; } if (XCI.GetButtonDown(XboxButton.DPadDown, controller)) { currPointing_Next = currOption_Next.EXIT; nextSprite_Next.sprite = nextSpriteList_Next[0]; mainMenuSprite_Next.sprite = mainMenuSpriteList_Next[0]; exitSprite_Next.sprite = exitSpriteList_Next[1]; } } else if (currPointing_Next == currOption_Next.EXIT) { if (XCI.GetButtonDown(XboxButton.B, controller)) { Application.Quit(); } if (XCI.GetButtonDown(XboxButton.DPadUp, controller)) { currPointing_Next = currOption_Next.MAIN; nextSprite_Next.sprite = nextSpriteList_Next[0]; mainMenuSprite_Next.sprite = mainMenuSpriteList_Next[1]; exitSprite_Next.sprite = exitSpriteList_Next[0]; } if (XCI.GetButtonDown(XboxButton.DPadDown, controller)) { currPointing_Next = currOption_Next.NEXT; nextSprite_Next.sprite = nextSpriteList_Next[1]; mainMenuSprite_Next.sprite = mainMenuSpriteList_Next[0]; exitSprite_Next.sprite = exitSpriteList_Next[0]; } } } }
/* * Brief: manage the horizontal movement of the player */ void Update() { // if the player is alive if (m_cameraMovement.m_playerAlive) { m_direction = 0.0f; if (Input.GetAxis("Horizontal") > m_inputThreshold || XCI.GetDPad(XboxDPad.Right)) { m_direction = 1.0f; } else if (Input.GetAxis("Horizontal") < -m_inputThreshold || XCI.GetDPad(XboxDPad.Left)) { m_direction = -1.0f; } //Sets moveVelocity's x to - or + move speed m_moveVelocity.x = m_direction * m_currentAcceleration; //Sets ray position to the left or right side of player if (m_moveVelocity.x > 0 && m_rayPosition.x < 0.0f) { m_rayPosition.x = m_playerDimensions.x + m_minWallDistance; } else if (m_moveVelocity.x < 0 && m_rayPosition.x > 0.0f) { m_rayPosition.x = -m_playerDimensions.x - m_minWallDistance; } //Increases velocity by the move velocity m_rb2d.velocity += m_moveVelocity; //If jump is pressed set max aerial speed to current x velocity if (Input.GetButtonDown("Jump") || XCI.GetButtonDown(XboxButton.A)) { m_aerialMaxSpeed = Mathf.Abs(m_rb2d.velocity.x); } //Checks if x velocity is greater than max speed in either direction if (m_rb2d.velocity.x > m_maxSpeed || m_rb2d.velocity.x < -m_maxSpeed) { // set the player's speed to the max speed of the direction it is moving m_maxVelocity.Set(((m_rb2d.velocity.x >= 0) ? 1 : -1) * m_maxSpeed, m_rb2d.velocity.y); m_rb2d.velocity = m_maxVelocity; } //Checks if the player is in the air if (m_playJump.m_inAir) { m_currentAcceleration = m_airAcceleration; //Sets the aerialMaxSpeed to the minimum if (m_aerialMaxSpeed < m_minimumMaxAirSpeed) { m_aerialMaxSpeed = m_minimumMaxAirSpeed; } //Checks if x velocity is greater than max speed if (Mathf.Abs(m_rb2d.velocity.x) > m_aerialMaxSpeed) { // set the player's speed to the max speed of the direction it is moving m_maxVelocity.Set(((m_rb2d.velocity.x >= 0) ? 1 : -1) * m_aerialMaxSpeed, m_rb2d.velocity.y); m_rb2d.velocity = m_maxVelocity; } } //Resets current speed back to ground speed else { m_currentAcceleration = m_groundAcceleration; // determine what the max aerial speed would be for if the player were to fall of a platform without jumping m_aerialMaxSpeed = Mathf.Abs(m_rb2d.velocity.x); } if (m_rb2d.velocity.x > 0.0f && gameObject.transform.rotation.eulerAngles.y > 90.0f) { gameObject.transform.rotation = m_right; } else if (m_rb2d.velocity.x < 0.0f && gameObject.transform.rotation.eulerAngles.y < 90.0f) { gameObject.transform.rotation = m_left; } // draw a raycast adjacent to the player, in the direction they are moving m_rayRH2D = Physics2D.Raycast(gameObject.transform.position + m_rayPosition, gameObject.transform.up, m_playerDimensions.y - m_yRayOffset); //Debug.DrawRay(gameObject.transform.position + m_rayPosition, gameObject.transform.up, Color.magenta); // if the raycast collides with a platform, the player is hitting a wall if (m_rayRH2D.collider != null && m_rayRH2D.collider.gameObject.tag == "Platform") { // set the player's horizontal velocity to 0 m_wallHit.y = m_rb2d.velocity.y; m_rb2d.velocity = m_wallHit; } } m_animator.SetFloat("X_Velocity", Mathf.Round(m_rb2d.velocity.x * 100f) / 100f); }
public override bool PressButtonB() { return(XCI.GetButtonDown(XboxButton.A, controller)); }
/// <summary> /// uses the keys 1-4 on the top of the keyboard to activate their players /// </summary> private void SelectPlayers() { //if controller one's start button is pressed assign controller one to the next avaliable player if (XCI.GetButtonDown(XboxButton.A, XboxController.First)) { //checks to see if the controller has already been assigned if (!isController1Active) { //checks the controller count to see what plater needs to be set next if (controllerCount == 0) { Player1.SetActive(!Player1.activeInHierarchy); controllerCount++; isController1Active = true; Player1.GetComponent <PlayerInput>().SetController(XboxController.First); p1 = 0; return; } else if (controllerCount == 1) { Player2.SetActive(!Player2.activeInHierarchy); controllerCount++; isController1Active = true; Player2.GetComponent <PlayerInput>().SetController(XboxController.First); p2 = 0; return; } else if (controllerCount == 2) { Player3.SetActive(!Player3.activeInHierarchy); controllerCount++; isController1Active = true; Player3.GetComponent <PlayerInput>().SetController(XboxController.First); p3 = 0; return; } else if (controllerCount == 3) { Player4.SetActive(!Player4.activeInHierarchy); controllerCount++; isController1Active = true; Player4.GetComponent <PlayerInput>().SetController(XboxController.First); p4 = 0; return; } } } //if controller two's start button is pressed assign controller two to the next avaliable player if (XCI.GetButtonDown(XboxButton.A, XboxController.Second)) { //checks to see if the controller has already been assigned if (!isController2Active) { //checks the controller count to see what plater needs to be set next if (controllerCount == 0) { Player1.SetActive(!Player1.activeInHierarchy); controllerCount++; isController2Active = true; Player1.GetComponent <PlayerInput>().SetController(XboxController.Second); p1 = 1; } else if (controllerCount == 1) { Player2.SetActive(!Player2.activeInHierarchy); controllerCount++; isController2Active = true; Player2.GetComponent <PlayerInput>().SetController(XboxController.Second); p2 = 1; } else if (controllerCount == 2) { Player3.SetActive(!Player3.activeInHierarchy); controllerCount++; isController2Active = true; Player3.GetComponent <PlayerInput>().SetController(XboxController.Second); p3 = 1; } else if (controllerCount == 3) { Player4.SetActive(!Player4.activeInHierarchy); controllerCount++; isController2Active = true; Player4.GetComponent <PlayerInput>().SetController(XboxController.Second); p4 = 1; } } } //if controller three's start button is pressed assign controller three to the next avaliable player if (XCI.GetButtonDown(XboxButton.A, XboxController.Third)) { //checks to see if the controller has already been assigned if (!isController3Active) { //checks the controller count to see what plater needs to be set next if (controllerCount == 0) { Player1.SetActive(!Player1.activeInHierarchy); controllerCount++; isController3Active = true; Player1.GetComponent <PlayerInput>().SetController(XboxController.Third); p1 = 2; } else if (controllerCount == 1) { Player2.SetActive(!Player2.activeInHierarchy); controllerCount++; isController3Active = true; Player2.GetComponent <PlayerInput>().SetController(XboxController.Third); p2 = 2; } else if (controllerCount == 2) { Player3.SetActive(!Player3.activeInHierarchy); controllerCount++; isController3Active = true; Player3.GetComponent <PlayerInput>().SetController(XboxController.Third); p3 = 2; } else if (controllerCount == 3) { Player4.SetActive(!Player4.activeInHierarchy); controllerCount++; isController3Active = true; Player4.GetComponent <PlayerInput>().SetController(XboxController.Third); p4 = 2; } } } //if controller four's start button is pressed assign controller four to the next avaliable player if (XCI.GetButtonDown(XboxButton.A, XboxController.Fourth)) { //checks to see if the controller has already been assigned if (!isController4Active) { //checks the controller count to see what plater needs to be set next if (controllerCount == 0) { Player1.SetActive(!Player1.activeInHierarchy); controllerCount++; isController4Active = true; Player1.GetComponent <PlayerInput>().SetController(XboxController.Fourth); p1 = 3; } else if (controllerCount == 1) { Player2.SetActive(!Player2.activeInHierarchy); controllerCount++; isController4Active = true; Player2.GetComponent <PlayerInput>().SetController(XboxController.Fourth); p2 = 3; } else if (controllerCount == 2) { Player3.SetActive(!Player3.activeInHierarchy); controllerCount++; isController4Active = true; Player3.GetComponent <PlayerInput>().SetController(XboxController.Fourth); p3 = 3; } else if (controllerCount == 3) { Player4.SetActive(!Player4.activeInHierarchy); controllerCount++; isController4Active = true; Player1.GetComponent <PlayerInput>().SetController(XboxController.Fourth); p4 = 3; } } } }
void Update() { _xaxis = XCI.GetAxis(XboxAxis.LeftStickX, _controller); _yaxis = XCI.GetAxis(XboxAxis.LeftStickY, _controller); _baseSpeed = new Vector2(_xaxis, _yaxis).normalized; _pushedSpeed /= 2f; switch (_state) { case CharacterState.Roaming: if (!_collider.enabled) { _collider.enabled = true; _stunEmoji.SetActive(false); } if ((Mathf.Sign(_baseSpeed.x) != -Mathf.Sign(_t.localScale.x)) && _baseSpeed.x != 0f) { _t.localScale = new Vector3(-_t.localScale.x, 1f, 1f); } _t.Translate(new Vector2(_baseSpeed.x * XSPEED * _dashMultiplier, _baseSpeed.y * YSPEED * _dashMultiplier) + _pushedSpeed); if (XCI.GetButtonDown(XboxButton.A, _controller)) { Dash(DASH_DECAY, DASH_COOLDOWN); } if (XCI.GetButtonDown(XboxButton.B, _controller)) { Deceive(); } if (XCI.GetButtonDown(XboxButton.Y, _controller)) { var hit = Physics2D.CircleCastAll(_t.position, 0.5f, Vector2.up, 0.5f, 1 << LayerMask.NameToLayer("Poopoo")); if (hit.Length > 0) { EatDaPoopoo(hit[0]); } } if (XCI.GetButtonDown(XboxButton.X, _controller)) { var hits = Physics2D.CircleCastAll(_t.position, 0.5f, Vector2.up, 0.5f, 1 << LayerMask.NameToLayer("Player")); foreach (var h in hits) { if (h.transform != _t) { var other = h.transform.GetComponent <Character>(); other.ReceiveStun(2f); other.ReceivePush(other.transform.position - _t.position); } } } break; case CharacterState.Dashing: _t.Translate(new Vector2(_baseSpeed.x * XSPEED * _dashMultiplier, _baseSpeed.y * YSPEED * _dashMultiplier)); break; case CharacterState.Deceiving: if (XCI.GetButtonUp(XboxButton.B, _controller)) { GetComponent <Animator>().Play("Idle"); Interrupt(); } break; case CharacterState.Mining: if (XCI.GetButtonUp(XboxButton.Y, _controller)) { GetComponent <Animator>().Play("Idle"); Interrupt(); } break; case CharacterState.Stunned: _stunTime = Mathf.Clamp(_stunTime - Time.deltaTime, 0f, _stunTime); if (_stunTime == 0f) { _state = CharacterState.Roaming; _collider.enabled = true; _stunEmoji.SetActive(false); } _t.Translate(_pushedSpeed); break; default: break; } if (_t.position.x < -9) { _t.position = new Vector3(-9, _t.position.y, _t.position.z); } if (_t.position.x > 9) { _t.position = new Vector3(9, _t.position.y, _t.position.z); } if (_t.position.y < -4.5) { _t.position = new Vector3(_t.position.x, -4.5f, _t.position.z); } if (_t.position.y > 4.5) { _t.position = new Vector3(_t.position.x, 4.5f, _t.position.z); } }
public override bool GetButtonDown(XboxButton button) { return(XCI.GetButtonDown(button, XboxController)); }
//Update is called once per frame void Update() { if (m_gameActive) { //Checks if a controller is plugged in if (XCI.IsPluggedIn(m_playerID)) { //Checks if the ammount of ammo fired is not equal to the mag size if (m_ammoFired != m_magSize) { //Checks if the shot timer is greater then shot delay so the player can shoot again if (m_shotTimer >= m_shotDelay) { //Checks if the right bumper is pressed down if (XCI.GetButtonDown(XboxButton.RightBumper, (XboxController)m_playerID)) { m_objectArray[m_shotFired].SetActive(true); m_objectArray[m_shotFired].GetComponent <Bullet>().OnFired(); ++m_ammoFired; ++m_shotFired; m_shotTimer = 0.0f; print("Fired " + m_ammoFired); } } else { m_shotTimer += Time.deltaTime; } } else { m_reloadTimer += Time.deltaTime; //Checks if the reload timer is greater then reload time if (m_reloadTimer >= m_reloadTime) { m_ammoFired = 0; m_reloadTimer = 0; //Checks if the shots fired is equal to the ammo count if (m_shotFired == m_ammoCount) { m_shotFired = 0; } } } //Checks if the right analog stick is moved if (XCI.GetAxis(XboxAxis.RightStickX, (XboxController)m_playerID) != 0 || XCI.GetAxis(XboxAxis.RightStickY, (XboxController)m_playerID) != 0) { m_lookDirection.x = XCI.GetAxis(XboxAxis.RightStickX, (XboxController)m_playerID); m_lookDirection.z = XCI.GetAxis(XboxAxis.RightStickY, (XboxController)m_playerID); transform.rotation = Quaternion.LookRotation(m_lookDirection); } } //Checks if the rapidfire bool is true if (m_rapidFire) { m_rapidfireTimer += Time.deltaTime; m_shotDelay = m_rapidfireShotDelay; m_reloadTime = m_RapidfireReloadTime; } //Checks if the timer is greater then the time for the pickup if (m_rapidfireTimer >= m_rapidfireTime) { m_shotDelay = m_defaultShotDelay; m_reloadTime = m_defaultReloadTime; m_rapidFire = false; m_rapidfireTimer = 0.0f; } } }
void Update() { UpdateUI_Speed(); if (IsActiveGame()) { _LapTimes[_CurrentLap] += Time.deltaTime; UpdateUI_LapTime(); } if (_IsGameOver) { if (!_GlobalMusic.isPlaying) { _GlobalMusic.clip = _GlobalSounds._Sounds[1]; _GlobalMusic.loop = true; _GlobalMusic.Play(); } if (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Space) || XCI.GetButtonDown(XboxButton.Start) || XCI.GetButtonDown(XboxButton.A)) { _ResultsUI.SetLapTimeLabels(_LapTimeUI.LapTimeLabels); _ResultsUI.SetFinalTimeLabel(_LapTimeUI.FinalTimeLabel); _PlayerUI.gameObject.SetActive(false); _LapTimeUI.gameObject.SetActive(false); _FinishUI.gameObject.SetActive(false); _ResultsUI.gameObject.SetActive(true); } } }
// Update is called once per frame public void Update() { //Loads player UI at beginning of game if(!uiSet && GameInit.arena != null) { uiSet = true; GameInit.arena.setUI(playerNum); elementL.sprite = Resources.Load("UI Art Assets/mana/" + elements [0].getName() + "_element", typeof(Sprite)) as Sprite; elementR.sprite = Resources.Load("UI Art Assets/mana/" + elements [1].getName() + "_element", typeof(Sprite)) as Sprite; Debug.Log("color: "+color.ToString()); playerPic.sprite = Resources.Load("UI Art Assets/mana/"+color.ToString()+"_figure", typeof(Sprite)) as Sprite; if(!isDead) anim.runtimeAnimatorController = Resources.Load("Animation Controllers/"+color.ToString()+" Player", typeof(RuntimeAnimatorController)) as RuntimeAnimatorController; } if (!isDead) { timeAlive++; //turns off animator bools so cast animations do not repeat forever. if(anim.GetCurrentAnimationClipState(0)!= null) { if(anim.GetCurrentAnimationClipState(0)[0].clip.name.EndsWith("Cast Slash")) anim.SetBool("Slash", false); if (anim.GetCurrentAnimationClipState(0)[0].clip.name.EndsWith("Cast Missile 1")) anim.SetBool("Missile", false); if (anim.GetCurrentAnimationClipState(0)[0].clip.name.EndsWith("Cast Wall")) anim.SetBool("Wall", false); } if(chargeLeft>0) chargeLeft--; else if(chargeLeft<=0 && charging){ charging=false; chargeLeft=0; anim.SetBool("isCharging",false); } float lt = XCI.GetAxis(XboxAxis.LeftTrigger, controllerNum); //true if left trigger is pushed, else false float rt = XCI.GetAxis(XboxAxis.RightTrigger, controllerNum); //true if right trigger is pushed, else false regenMana(); if (mana > 100) mana = 100; if(stunT>0){stunT--;} else{ if(anim.GetBool("isHit")) anim.SetBool("isHit", false); if(anim.GetBool("isBlockAndHit")) anim.SetBool("isBlockAndHit", false); // if(!casting) //Debug.Log (lt+" || "+rt); //Code for casting Slash if (XCI.GetButtonDown(XboxButton.X, controllerNum)) { // elementLoaded.SetActive(false); if (((rt>.5 && lt>.5) || !(rt > .5 || lt > .5)) && casting) { //Actually, punch, but for now, nothing //Debug.Log ("I'm here"); } else if(!(rt>.5 || lt>.5) && !casting){ Punch punch = spells[3].GetComponent("Punch") as Punch; if(punch.cd==0){ punch.start(); currentSpell=punch; } else playSound("OutOfMana2"); } else if(!casting){ bool justMade = false; if (spells [0] == null) { slashMaker(); //Slash s=spells[0].GetComponent("Slash") as Slash; justMade = true; //s.prepSlash(this,spells[0]); } // Debug.Log(spells[0].transform.position+" HI"); Slash slash = spells [0].GetComponent("Slash") as Slash; if (lt > .5) slash.infuse(elements [0]); else if (rt > .5) slash.infuse(elements [1]); Debug.Log("Slash's Element is " + slash.getElement().getName()); if (mana < slash.getMana()) { Debug.Log("no slash mana"); playNoMana(); slash.kill(); } else { slash.sound.Play(); reduceMana(slash); currentSpell=slash; casting = true; if (slash.casting) { return; } anim.SetFloat("Speed",0); slash.charge(); if (slash.facingRight && !facingRight) slash.Flip(); else if (!slash.facingRight && facingRight) slash.Flip(); } } } //Code for casting Missile else if (XCI.GetButtonDown(XboxButton.B, controllerNum)) { //Debug.Log("FIRE DA MISSILES"); if ((rt>.5 && lt>.5) || !(rt > .5 || lt > .5) || casting) { //Actually, dodgeroll, but for now, nothing //Debug.Log ("I'm here"); } else { bool justMade = false; if (spells [1] == null) { missileMaker(); //Slash s=spells[0].GetComponent("Slash") as Slash; //justMade = true; //s.prepSlash(this,spells[0]); } // Debug.Log(spells[0].transform.position+" HI"); Missile missile = Instantiate(spells [1].GetComponent("Missile")) as Missile; if (lt > .5) missile.infuse(elements [0]); else if (rt > .5) missile.infuse(elements [1]); Debug.Log("Missile's Element is " + missile.getElement().getName()); if (mana < missile.getMana()){ Debug.Log("no missile mana"); playNoMana(); missile.kill(); } else { missile.sound.Play(); reduceMana(missile); currentSpell=missile; casting = true; if (missile.casting) { return; } anim.SetFloat("Speed",0); missile.charge(); if (missile.facingRight && !facingRight) missile.Flip(); else if (!missile.facingRight && facingRight) missile.Flip(); } } } //code for wall else if (XCI.GetButtonDown(XboxButton.Y, controllerNum)) { if(!(rt > .5 || lt > .5)){ setBlock(true); anim.SetFloat("Speed", 0f); anim.SetBool("isBlocking",true); //? } else if ((rt>.5 && lt>.5) || casting) { //Actually, block, but for now, nothing //Debug.Log ("I'm here"); } else { bool justMade = false; if (spells [2] == null) { wallMaker(); //Slash s=spells[0].GetComponent("Slash") as Slash; //justMade = true; //s.prepSlash(this,spells[0]); } // Debug.Log(spells[0].transform.position+" HI"); Wall wall = Instantiate(spells [2].GetComponent("Wall")) as Wall; if (lt > .5) wall.infuse(elements [0]); else if (rt > .5) wall.infuse(elements [1]); Debug.Log("Missile's Element is " + wall.getElement().getName()); if (mana < wall.getMana()){ Debug.Log("no wall mana"); playNoMana(); wall.kill(); } else { wall.sound.Play(); reduceMana(wall); currentSpell=wall; casting = true; if (wall.casting) { return; } anim.SetFloat("Speed",0); wall.charge(); /*if (wall.facingRight && !facingRight) wall.Flip(); else if (!wall.facingRight && facingRight) wall.Flip();*/ } } } else if(XCI.GetButtonUp(XboxButton.Y, controllerNum) && block){ block=false; anim.SetBool("isBlocking",false); } else { if (!(rt > .5 && lt > .5) && !casting && !charging) { if (lt > .5) { aura.gameObject.SetActive(true); aura.color = elements[0].getColor(); } else if (rt > .5) { aura.gameObject.SetActive(true); aura.color = elements[1].getColor(); } else aura.gameObject.SetActive(false); } else aura.gameObject.SetActive(false); } } } //update health and mana bars healthBarTrans.sizeDelta = new Vector2(hp * healthSize, healthBarTrans.sizeDelta.y); manaBarTrans.sizeDelta = new Vector2(mana * manaSize, manaBarTrans.sizeDelta.y); }
void PlayerControls() { XAxis = XCI.GetAxis(XboxAxis.LeftStickX); YAxis = XCI.GetAxis(XboxAxis.LeftStickY); //WHILE PLAYER IS ON THE GROUND if (Control.isGrounded) { MoveDirection = new Vector3(XAxis, 0.0f, YAxis); MoveDirection = Camera.main.transform.TransformDirection(MoveDirection); MoveDirection = MoveDirection * Speed; MoveDirection.y = 0; // transform.eulerAngles = new Vector3(transform.eulerAngles.x, Mathf.Atan2(-XAxis, -YAxis) * Mathf.Rad2Deg, transform.eulerAngles.z); } //WHILE PLAYER IS NOT ON THE GROUND if (!Control.isGrounded) { Grounded = false; } MoveDirection.y = MoveDirection.y - (GravityY * Time.deltaTime); // IF THE PLAYER CAN JUMP if (Canjump) { if (XCI.GetButtonDown(XboxButton.A)) { MoveDirection.y = Jumpheight; Djump += 1; if (Djump >= 2) { Canjump = false; } } } Control.Move(MoveDirection * Time.deltaTime); // SPRINTING if (XCI.GetAxis(XboxAxis.LeftTrigger) > 0.35f) { IsSprinting = true; } if (XCI.GetAxis(XboxAxis.LeftTrigger) < 0.35f) { IsSprinting = false; } // rotate to where camera is looking if (XCI.GetAxis(XboxAxis.LeftStickY) > 0.55 || Input.GetKey(KeyCode.W)) { TargetDirection.x = transform.position.x - Camera.main.transform.position.x; TargetDirection.z = transform.position.z - Camera.main.transform.position.z; Vector3 Forward = new Vector3(TargetDirection.x, 0.0f, TargetDirection.z); Vector3 NewDirection = Vector3.RotateTowards(transform.forward, Forward, 3 * Time.deltaTime, 0); transform.rotation = Quaternion.LookRotation(NewDirection); } if (XCI.GetAxis(XboxAxis.LeftStickY) < -0.55 || Input.GetKey(KeyCode.S)) { TargetDirection.x = transform.position.x - Camera.main.transform.position.x; TargetDirection.z = transform.position.z - Camera.main.transform.position.z; Vector3 Forward = new Vector3(TargetDirection.x, 0.0f, TargetDirection.z); Vector3 NewDirection = Vector3.RotateTowards(transform.forward, -Forward, 3 * Time.deltaTime, 0); transform.rotation = Quaternion.LookRotation(NewDirection); } if (XCI.GetAxis(XboxAxis.LeftStickX) < -0.85 || Input.GetKey(KeyCode.A)) { TargetDirection.x = transform.position.x - LookLeft.transform.position.x; TargetDirection.z = transform.position.z - LookLeft.transform.position.z; Vector3 Forward = new Vector3(TargetDirection.x, 0.0f, TargetDirection.z); Vector3 NewDirection = Vector3.RotateTowards(transform.forward, -Forward, 5 * Time.deltaTime, 0); transform.rotation = Quaternion.LookRotation(NewDirection); } if (XCI.GetAxis(XboxAxis.LeftStickX) > 0.85 || Input.GetKey(KeyCode.D)) { TargetDirection.x = transform.position.x - LookRight.transform.position.x; TargetDirection.z = transform.position.z - LookRight.transform.position.z; Vector3 Forward = new Vector3(TargetDirection.x, 0.0f, TargetDirection.z); Vector3 NewDirection = Vector3.RotateTowards(transform.forward, -Forward, 5 * Time.deltaTime, 0); transform.rotation = Quaternion.LookRotation(NewDirection); } }
// Update is called once per frame void Update() { //Single Player if (m_singlePlayer) { //User interface updates if (m_player1Health != m_player1.GetComponent <Player>().GetHealth()) { m_player1Health = m_player1.GetComponent <Player>().GetHealth(); GetComponentInChildren <UI>().UpdateHealthUI(m_player1Health, m_player2Health); } if (m_player1.GetComponent <Player>().IsDead()) { //Gameover State gameOverTimer += Time.deltaTime; if (gameOverTimer >= 3) { m_gameoverPanel.SetActive(true); Time.timeScale = 0.0f; gameOverTimer = 0; } } } else //Two player { //User interface updates if (m_player1Health != m_player1.GetComponent <Player>().GetHealth()) { m_player1Health = m_player1.GetComponent <Player>().GetHealth(); GetComponentInChildren <UI>().UpdateHealthUI(m_player1Health, m_player2Health); } if (m_player2Health != m_player2.GetComponent <Player>().GetHealth()) { m_player2Health = m_player2.GetComponent <Player>().GetHealth(); GetComponentInChildren <UI>().UpdateHealthUI(m_player1Health, m_player2Health); } //Gameover State if (m_player1.GetComponent <Player>().IsDead() && m_player2.GetComponent <Player>().IsDead()) //Game over two player { gameOverTimer += Time.deltaTime; if (gameOverTimer >= 3) { m_gameoverPanel.SetActive(true); Time.timeScale = 0.0f; gameOverTimer = 0; } } } if (m_singlePlayer) { //Pausing Screen if (XCI.GetButtonDown(XboxButton.Start, m_player1.GetComponent <Player>().controller)) { m_pausePanel.SetActive(true); Time.timeScale = 0.0f; } //Show controls if (XCI.GetButtonDown(XboxButton.Back, m_player1.GetComponent <Player>().controller)) { m_controlsPanel.SetActive(true); } } else { //Pausing Screen if (XCI.GetButtonDown(XboxButton.Start, m_player1.GetComponent <Player>().controller) || XCI.GetButtonDown(XboxButton.Start, m_player2.GetComponent <Player>().controller)) { m_pausePanel.SetActive(true); Time.timeScale = 0.0f; } //Show controls if (XCI.GetButtonDown(XboxButton.Back, m_player1.GetComponent <Player>().controller) || XCI.GetButtonDown(XboxButton.Back, m_player2.GetComponent <Player>().controller)) { m_controlsPanel.SetActive(true); } } }
void Update() { transform.position = Vector3.MoveTowards(transform.position, buttonPositions[currentIndex].transform.position, 15); if (XCI.GetDPadDown(XboxDPad.Up, allContollers)) { //shift down if (currentIndex > 0) { currentIndex--; } } if (XCI.GetDPadDown(XboxDPad.Down, allContollers)) { //shift up if (currentIndex < buttonPositions.Count - 1) { currentIndex++; } } if (XCI.GetButtonDown(XboxButton.A, allContollers)) { buttonPositions[currentIndex].GetComponent <Button>().onClick.Invoke(); //reset all button Positons if (currentScene.buildIndex == 1) { gameObject.SetActive(false); } else { buttonPositions.Clear(); } /* * for every menu panel * if the menu panel is active in scene * for every child of that menu panel that has children * add all children to the buttonPositions list * */ for (int outerIndex = 0; outerIndex < menuButtonCollection.Length; outerIndex++) { if (menuButtonCollection[outerIndex].activeInHierarchy) { for (int innerIndex = 0; innerIndex < menuButtonCollection[outerIndex].transform.GetChild(1).childCount; innerIndex++) { buttonPositions.Add(menuButtonCollection[outerIndex].transform.GetChild(1).GetChild(innerIndex).gameObject); } } } currentIndex = 0; } //keyBoard Code if (Input.GetKeyDown(KeyCode.W)) { //shift down if (currentIndex > 0) { currentIndex--; } } if (Input.GetKeyDown(KeyCode.S)) { //shift up if (currentIndex < buttonPositions.Count - 1) { currentIndex++; } } }
public bool GetKeyDown(InputAlias alias, int inputIndex) { return(inputIndex == 0 ? Input.GetKeyDown(_keyboardButtons[alias]) : XCI.GetButtonDown(_xboxButtons[alias], inputIndex)); }
public override void UpdateState() { // Triggers button down game events foreach (KeyValuePair <XboxButton, GameInputButton> entry in buttonMapper) { if (XCI.GetButtonDown(entry.Key, xboxControllerInputNumber)) { currentButtonState[entry.Value] = GameInputButtonState.Down; } else if (XCI.GetButton(entry.Key, xboxControllerInputNumber)) { currentButtonState[entry.Value] = GameInputButtonState.Pressed; } } // Special mapping for special mapper foreach (KeyValuePair <XboxAxis, GameInputButton> entry in specialMapper) { float triggerValue = XCI.GetAxis(entry.Key, xboxControllerInputNumber); if (triggerValue > 0 && previousTriggerState[entry.Key] == 0) { currentButtonState[entry.Value] = GameInputButtonState.Down; } else if (XCI.GetAxis(entry.Key, xboxControllerInputNumber) > 0) { currentButtonState[entry.Value] = GameInputButtonState.Pressed; } previousTriggerState[entry.Key] = triggerValue; } float[] leftStickValues = new float[2]; float[] rightStickValues = new float[2]; // Triggers axis actions foreach (KeyValuePair <XboxAxis, GameInputAxis> entry in axisMapper) { switch (entry.Key) { case XboxAxis.LeftStickX: leftStickValues[0] = XCI.GetAxis(XboxAxis.LeftStickX, xboxControllerInputNumber); break; case XboxAxis.LeftStickY: leftStickValues[1] = XCI.GetAxis(XboxAxis.LeftStickY, xboxControllerInputNumber); break; case XboxAxis.RightStickX: rightStickValues[0] = XCI.GetAxis(XboxAxis.RightStickX, xboxControllerInputNumber); break; case XboxAxis.RightStickY: rightStickValues[1] = XCI.GetAxis(XboxAxis.RightStickY, xboxControllerInputNumber); break; } } // Updates the GameInput stick (axis) states currentStickState[GameInputStick.Left] = leftStickValues; currentStickState[GameInputStick.Right] = rightStickValues; }
//-------------------------------------------------------------------------------------- // Update is called once per frame. //-------------------------------------------------------------------------------------- void Update() { // Spawns the second set of snowballs. if (!m_bDeathSnowballsSpawned && m_fDeathSnowballCount < m_fDeathSnowballTime) { m_fDeathSnowballCount += Time.deltaTime; } else if (!m_bDeathSnowballsSpawned && m_fDeathSnowballCount > m_fDeathSnowballTime) { for (int i = 0; i < m_goLstDeathSnowballLoc.Count; i++) { GameObject goSnowball = ObjectPool.m_SharedInstance.GetPooledObject(); // Putting the snowballs into the list. goSnowball.transform.position = m_goLstDeathSnowballLoc[i].transform.position; } m_bDeathSnowballsSpawned = true; } // With all these random buttons are pressed the game quits, we are realising we should have removed this from the build. if (XCI.GetButton(XboxButton.A, controller) && XCI.GetButton(XboxButton.B, controller) && XCI.GetButton(XboxButton.X, controller) && XCI.GetButton(XboxButton.Y, controller) && XCI.GetButton(XboxButton.LeftBumper, controller) && XCI.GetButton(XboxButton.RightBumper, controller)) { Application.Quit(); } // If start and back are pressed, restart game. ResetGame(); if (Input.GetKeyDown(KeyCode.Escape) || XCI.GetButtonDown(XboxButton.Start, controller)) { // If you press start in the main menu or end round the pause menu won't show because it will just return out. if (SceneManager.GetActiveScene().name == "EndRound" || SceneManager.GetActiveScene().name == "Main Menu") { return; } // Access to the player so we can free their movement. Player scpPlayer = GameObject.FindObjectOfType <Player>().GetComponent <Player>(); // After start is pressed if the pause canvas is inactive in the hierarchy set it to active. if (!m_goPauseCanvas.activeInHierarchy) { m_goPauseCanvas.SetActive(true); // Game time is frozen. Time.timeScale = 0; UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(m_btnFirstButton); // Game is paused so tell the player! currently only used to stop the player throwing the ball when the game is paused. scpPlayer.m_bGamePaused = true; // Player can't move. scpPlayer.m_bMovementLock = true; } // After start is pressed if the pause canvas is active in the hierarchy set it to inactive. else { m_goPauseCanvas.SetActive(false); // Game time is unfrozen. Time.timeScale = 1; UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(null); // Game is unpaused so tell the player! currently only used to stop the player throwing the ball when the game is paused. scpPlayer.m_bGamePaused = false; // Player can move again. scpPlayer.m_bMovementLock = false; } } }
void menuStateUpdate() { //if the current gamestate is main menu if (CurrentGameState == GameState.MainMenu) { if (mainScreenMesh.activeInHierarchy == false) { mainScreenMesh.SetActive(true); } //if up or down is pressed switch current selected UI if ((Input.GetKeyDown(KeyCode.DownArrow) || XCI.GetButtonDown(XboxButton.DPadDown, XboxController.First) || XCI.GetAxisRaw(XboxAxis.LeftStickY, XboxController.First) > 0 || XCI.GetAxisRaw(XboxAxis.LeftStickY, XboxController.First) < 0 || Input.GetKeyDown(KeyCode.UpArrow) || XCI.GetButtonDown(XboxButton.DPadUp, XboxController.First)) && axisInUse == false) { axisInUse = true; if (currentControllerUISelection == ControllerUISelection.play) { currentControllerUISelection = ControllerUISelection.exit; UICrowm.transform.position += new Vector3(0, -2.5f, 0); } else if (currentControllerUISelection == ControllerUISelection.exit) { UICrowm.transform.position += new Vector3(0, 2.5f, 0); currentControllerUISelection = ControllerUISelection.play; } //Debug.Log(axisInUse); } if (XCI.GetAxisRaw(XboxAxis.LeftStickY, XboxController.First) == 0) { axisInUse = false; } //current selected ui is highlighted if (currentControllerUISelection == ControllerUISelection.play) { mainMenu.transform.GetChild(1).GetComponent <Button>().Select(); } if (currentControllerUISelection == ControllerUISelection.exit) { mainMenu.transform.GetChild(2).GetComponent <Button>().Select(); } //if enter or a is pressed select current highlighted ui if (Input.GetKeyDown(KeyCode.KeypadEnter) || XCI.GetButtonDown(XboxButton.A, XboxController.First)) { if (currentControllerUISelection == ControllerUISelection.play) { mainStartButton(); } if (currentControllerUISelection == ControllerUISelection.exit) { mainQuitButton(); } } } // If the current game state is the Main Menu and Y is pressed. if (CurrentGameState == GameState.MainMenu) { if (Input.GetKeyDown(KeyCode.Y) || XCI.GetButtonDown(XboxButton.Y)) { // Disable elements from the Main Menu. GameObject.FindGameObjectWithTag("MenuSlimeText").GetComponent <MeshRenderer>().enabled = false; GameObject.FindGameObjectWithTag("MenuRedSlime").GetComponent <MeshRenderer>().enabled = false; GameObject.FindGameObjectWithTag("MenuBlueSlime").GetComponent <MeshRenderer>().enabled = false; GameObject.FindGameObjectWithTag("MenuYellowSlime").GetComponent <MeshRenderer>().enabled = false; GameObject.FindGameObjectWithTag("MenuPurpleSlime").GetComponent <MeshRenderer>().enabled = false; GameObject.FindGameObjectWithTag("MenuCrownLeft").GetComponent <MeshRenderer>().enabled = false; GameObject.FindGameObjectWithTag("MenuCrownRight").GetComponent <MeshRenderer>().enabled = false; GameObject.FindGameObjectWithTag("mainMenu").GetComponent <Canvas>().enabled = false; // Set current state to Credits. CurrentGameState = GameState.Credits; // Enable Credits canvas. GameObject.FindGameObjectWithTag("creditsScreen").GetComponent <Canvas>().enabled = true; } } // If the current game state is the Credits Screen and B is pressed. if (CurrentGameState == GameState.Credits) { if (Input.GetKeyDown(KeyCode.Backspace) || XCI.GetButtonDown(XboxButton.B)) { // Disable elements from the Credits. GameObject.FindGameObjectWithTag("creditsScreen").GetComponent <Canvas>().enabled = false; // Set current state to Main Menu. CurrentGameState = GameState.MainMenu; // Enable Main Menu elements. GameObject.FindGameObjectWithTag("mainMenu").GetComponent <Canvas>().enabled = true; GameObject.FindGameObjectWithTag("MenuSlimeText").GetComponent <MeshRenderer>().enabled = true; GameObject.FindGameObjectWithTag("MenuRedSlime").GetComponent <MeshRenderer>().enabled = true; GameObject.FindGameObjectWithTag("MenuBlueSlime").GetComponent <MeshRenderer>().enabled = true; GameObject.FindGameObjectWithTag("MenuYellowSlime").GetComponent <MeshRenderer>().enabled = true; GameObject.FindGameObjectWithTag("MenuPurpleSlime").GetComponent <MeshRenderer>().enabled = true; GameObject.FindGameObjectWithTag("MenuCrownLeft").GetComponent <MeshRenderer>().enabled = true; GameObject.FindGameObjectWithTag("MenuCrownRight").GetComponent <MeshRenderer>().enabled = true; } } //if current game state is playerselect and enter or a is pressed and and there is more then one player if (CurrentGameState == GameState.PlayerSelect) { if (mainScreenMesh.activeInHierarchy == true) { mainScreenMesh.SetActive(false); } if (Input.GetKeyDown(KeyCode.KeypadEnter) || XCI.GetButtonDown(XboxButton.Start, XboxController.First)) { if (gsm.controllers.Count > 1) { //start the game selectStartButton(); } } } }
public static bool AnyButtonAnyControll() { return(XCI.GetButtonDown(XboxButton.A | XboxButton.B | XboxButton.DPadDown | XboxButton.DPadLeft | XboxButton.DPadRight | XboxButton.DPadUp | XboxButton.LeftBumper | XboxButton.LeftStick | XboxButton.RightBumper | XboxButton.RightStick | XboxButton.Start | XboxButton.X | XboxButton.Y, XboxController.Any)); }
// Update void Update() { GameObject bulletReference = null; // Jump (Left Stick) if (XCI.GetButtonDown(XboxButton.LeftStick, playerphys) && canJump) { canJump = false; GetComponent <Rigidbody>().AddRelativeForce(0.0f, jumpImpulse, 0.0f, ForceMode.Impulse); } // Slam (Right Stick) if (XCI.GetButtonDown(XboxButton.RightStick, playerphys) && !canJump) { GetComponent <Rigidbody>().AddRelativeForce(0.0f, (-jumpImpulse * 1.5f), 0.0f, ForceMode.Impulse); } // Shoot colored laser (A,B,X,Y) if (bulletTimer > 0.0f) { bulletTimer -= Time.deltaTime; } if (bulletTimer <= 0.0f) { if (XCI.GetButton(XboxButton.A, playerphys)) { Instantiate(laserAPrefab, transform.position, laserAPrefab.transform.rotation); bulletTimer = MAX_BUL_TME; } if (XCI.GetButton(XboxButton.B, playerphys)) { Instantiate(laserBPrefab, transform.position, laserBPrefab.transform.rotation); bulletTimer = MAX_BUL_TME; } if (XCI.GetButton(XboxButton.X, playerphys)) { Instantiate(laserXPrefab, transform.position, laserXPrefab.transform.rotation); bulletTimer = MAX_BUL_TME; } if (XCI.GetButton(XboxButton.Y, playerphys)) { Instantiate(laserYPrefab, transform.position, laserYPrefab.transform.rotation); bulletTimer = MAX_BUL_TME; } } // Left stick movement newPosition = transform.position; float axisX = XCI.GetAxis(XboxAxis.LeftStickX, playerphys); float axisY = XCI.GetAxis(XboxAxis.LeftStickY, playerphys); float newPosX = newPosition.x + (axisX * maxMoveSpeed * Time.deltaTime); float newPosZ = newPosition.z + (axisY * maxMoveSpeed * Time.deltaTime); newPosition = new Vector3(newPosX, transform.position.y, newPosZ); transform.position = newPosition; // Right stick movement newPosition = transform.position; axisX = XCI.GetAxis(XboxAxis.RightStickX, playerphys); axisY = XCI.GetAxis(XboxAxis.RightStickY, playerphys); newPosX = newPosition.x + (axisX * maxMoveSpeed * 0.3f * Time.deltaTime); newPosZ = newPosition.z + (axisY * maxMoveSpeed * 0.3f * Time.deltaTime); newPosition = new Vector3(newPosX, transform.position.y, newPosZ); transform.position = newPosition; // D-Pad testing if (dpUpBulletTimer > 0.0f) { dpUpBulletTimer -= Time.deltaTime; } if (dpDownBulletTimer > 0.0f) { dpDownBulletTimer -= Time.deltaTime; } if (dpLeftBulletTimer > 0.0f) { dpLeftBulletTimer -= Time.deltaTime; } if (dpRightBulletTimer > 0.0f) { dpRightBulletTimer -= Time.deltaTime; } if (dpUpBulletTimer <= 0.0f) { if (XCI.GetDPad(XboxDPad.Up, playerphys)) { bulletReference = Instantiate(laserBumpPrefab, transform.position, laserYPrefab.transform.rotation) as GameObject; bulletReference.transform.localScale = new Vector3(0.1f, 0.1f, 1.0f); dpUpBulletTimer = MAX_BUL_TME * 2; } } if (dpDownBulletTimer <= 0.0f) { if (XCI.GetDPad(XboxDPad.Down, playerphys)) { bulletReference = Instantiate(laserBumpPrefab, transform.position, laserAPrefab.transform.rotation) as GameObject; bulletReference.transform.localScale = new Vector3(0.1f, 0.1f, 1.0f); dpDownBulletTimer = MAX_BUL_TME * 2; } } if (dpLeftBulletTimer <= 0.0f) { if (XCI.GetDPad(XboxDPad.Left, playerphys)) { bulletReference = Instantiate(laserBumpPrefab, transform.position, laserXPrefab.transform.rotation) as GameObject; bulletReference.transform.localScale = new Vector3(0.1f, 0.1f, 1.0f); dpLeftBulletTimer = MAX_BUL_TME * 2; } } if (dpRightBulletTimer <= 0.0f) { if (XCI.GetDPad(XboxDPad.Right, playerphys)) { bulletReference = Instantiate(laserBumpPrefab, transform.position, laserBPrefab.transform.rotation) as GameObject; bulletReference.transform.localScale = new Vector3(0.1f, 0.1f, 1.0f); dpRightBulletTimer = MAX_BUL_TME * 2; } } // Trigger input float trigSclX = triggerLeftPrefab.transform.localScale.x; float trigSclZ = triggerLeftPrefab.transform.localScale.z; float leftTrigHeight = MAX_TRG_SCL * (1.0f - XCI.GetAxis(XboxAxis.LeftTrigger, playerphys)); float rightTrigHeight = MAX_TRG_SCL * (1.0f - XCI.GetAxis(XboxAxis.RightTrigger, playerphys)); triggerLeftPrefab.transform.localScale = new Vector3(trigSclX, leftTrigHeight, trigSclZ); triggerRightPrefab.transform.localScale = new Vector3(trigSclX, rightTrigHeight, trigSclZ); // Bumper input if (XCI.GetButtonDown(XboxButton.LeftBumper, playerphys)) { Instantiate(laserBumpPrefab, triggerLeftPrefab.transform.position, laserBumpPrefab.transform.rotation); } if (XCI.GetButtonDown(XboxButton.RightBumper, playerphys)) { Instantiate(laserBumpPrefab, triggerRightPrefab.transform.position, laserBumpPrefab.transform.rotation); } // Start and back, same as bumpers but smaller bullets if (XCI.GetButtonUp(XboxButton.Back, playerphys)) { bulletReference = Instantiate(laserBumpPrefab, triggerLeftPrefab.transform.position, laserBumpPrefab.transform.rotation) as GameObject; bulletReference.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); } if (XCI.GetButtonUp(XboxButton.Start, playerphys)) { bulletReference = Instantiate(laserBumpPrefab, triggerRightPrefab.transform.position, laserBumpPrefab.transform.rotation) as GameObject; bulletReference.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); } // To quit the program (with keyboard) if (Input.GetKeyUp(KeyCode.Escape)) { Application.Quit(); } }
/// Update is called once per frame void Update() { if (talking) { Debug.Log("ISTALKING"); if (XCI.GetButtonDown(XboxButton.B)) { TouristNumber++; } TouristDialogue.SetActive(true); pause = false; PlayerScript.CanMove = false; } if (pause == false) { PauseTimer -= Time.deltaTime; if (PauseTimer <= 0) { pause = true; PauseTimer = 0.05f; } } switch (TouristNumber) { case 1: { if (TestPatience >= 4) { TouristNumber += 6; } if (HasTalkedToTourist && TestPatience <= 3) { TouristNumber += 4; } if (HasTalkedToTourist == false) { text.text = "Im not really sure how i ended up here"; } } break; case 2: { text.text = "But it beats having to go to work so...."; } break; case 3: { text.text = "Why are you still looking at me?"; HasTalkedToTourist = true; } break; case 4: { TouristDialogue.SetActive(false); PlayerScript.CanMove = true; TouristNumber = 0; talking = false; } break; case 5: { text.text = "Can you stop staring at me?!?"; HasTalkedToTourist = true; } break; case 6: { TouristDialogue.SetActive(false); PlayerScript.CanMove = true; TouristNumber = 0; TestPatience++; talking = false; } break; case 7: { text.text = "You think you're funny huh?"; HasTalkedToTourist = true; } break; case 8: { text.text = "Bugging me on my accidental vacation"; HasTalkedToTourist = true; } break; case 9: { text.text = "Shame on you!"; HasTalkedToTourist = true; } break; case 10: { TouristDialogue.SetActive(false); PlayerScript.CanMove = true; TouristNumber = 0; talking = false; } break; } }
// Update is called once per frame void Update() { aScore.text = currScore.ToString(); if (throwCooldown > 0) { throwCooldown -= Time.deltaTime; } else if (throwCooldown <= 0) { throwCooldown = 0; } //-------------------------------------------------- // LEFT ANALOG STICK AIM //-------------------------------------------------- Vector2 leftInput = new Vector2(XCI.GetAxisRaw(XboxAxis.LeftStickX, controller), XCI.GetAxisRaw(XboxAxis.LeftStickY, controller)); if (leftInput.x != 0 || leftInput.y != 0) { aim.x = leftInput.x; aim.y = 0; aim.z = leftInput.y; aim.Normalize(); Vector3 up = new Vector3(0, 0.2f); Debug.DrawRay(this.transform.position + up, aim); } if ((throwCooldown <= 0 && sr_cook.doneChopping) && ((XCI.GetButtonDown(XboxButton.LeftBumper, controller)) || (XCI.GetButtonDown(XboxButton.RightBumper, controller)))) { if (initiateCharge) { if (throwCharge <= 0.9f) { throwCharge = Mathf.Clamp(throwCharge, 0.55f, 0.9f); ThrowFood(currentFood, throwPos.position, throwAngle, throwForce * throwCharge); } if (throwCharge > 0.9f && throwCharge <= 1.35f) { throwCharge = Mathf.Clamp(throwCharge, 0.9f, 1.3f); ThrowFood(currentFood, throwPos.position, throwAngle, throwForce * throwCharge); } if (throwCharge > 1.35f) { throwCharge = Mathf.Clamp(throwCharge, 1.35f, 1.4f); ThrowFood(currentFood, throwPos.position, throwAngle, throwForce * throwCharge); } } else { initiateCharge = true; if (currentFood != null) { canThrow = true; } } } else if (leftInput.x == 0 || leftInput.y == 0) { ResetAim(); } if (initiateCharge) { throwCharge += Time.deltaTime; } }
public virtual bool CanCast(XboxController controller) { return(XCI.GetButtonDown(activationButton, controller)); }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { SceneManager.LoadScene(0); } if (Input.GetKey(KeyCode.LeftShift) == false) { if (Input.GetKeyDown(KeyCode.Alpha1)) { SetColor(0); } if (Input.GetKeyDown(KeyCode.Alpha2)) { SetColor(1); } if (Input.GetKeyDown(KeyCode.Alpha3)) { SetColor(2); } if (Input.GetKeyDown(KeyCode.Alpha4)) { SetColor(3); } if (Input.GetKeyDown(KeyCode.Alpha5)) { SetColor(4); } if (Input.GetKeyDown(KeyCode.Alpha6)) { SetColor(5); } if (Input.GetKeyDown(KeyCode.Alpha7)) { SetColor(6); } if (Input.GetKeyDown(KeyCode.Alpha8)) { SetColor(7); } if (Input.GetKeyDown(KeyCode.Alpha9)) { SetColor(8); } if (Input.GetKeyDown(KeyCode.Alpha0)) { SetColor(9); } } else { if (Input.GetKeyDown(KeyCode.Alpha1)) { SetColor(10); } if (Input.GetKeyDown(KeyCode.Alpha2)) { SetColor(11); } if (Input.GetKeyDown(KeyCode.Alpha3)) { SetColor(12); } if (Input.GetKeyDown(KeyCode.Alpha4)) { SetColor(13); } if (Input.GetKeyDown(KeyCode.Alpha5)) { SetColor(14); } if (Input.GetKeyDown(KeyCode.Alpha6)) { SetColor(15); } if (Input.GetKeyDown(KeyCode.Alpha7)) { SetColor(16); } if (Input.GetKeyDown(KeyCode.Alpha8)) { SetColor(17); } if (Input.GetKeyDown(KeyCode.Alpha9)) { SetColor(18); } if (Input.GetKeyDown(KeyCode.Alpha0)) { SetColor(19); } } // Left Bumper/Trigger bbc.ScreenShakeAmount = XCI.GetAxis(XboxAxis.LeftTrigger) * 3; if (XCI.GetButtonDown(XboxButton.LeftBumper) || Input.GetKeyDown(KeyCode.O)) { bbc.SnapToStraight = !bbc.SnapToStraight; } // Right Bumper/Trigger CubeTunnle.RandomRotationSpeedMultiplier = 1f - XCI.GetAxis(XboxAxis.RightTrigger); if (XCI.GetButtonDown(XboxButton.RightBumper)) { bbc.InvertColours = !bbc.InvertColours; } // Left Stick bbc.ForwardSpeed += XCI.GetAxis(XboxAxis.LeftStickY) * Time.deltaTime * 15; bbc.DigitalGlitchAmount += XCI.GetAxis(XboxAxis.LeftStickX) * Time.deltaTime * 1f; if (XCI.GetButtonDown(XboxButton.LeftStick)) { bbc.MotionBlur = !bbc.MotionBlur; } // Right Stick bbc.Size += XCI.GetAxis(XboxAxis.RightStickY) * Time.deltaTime * 0.33f; bbc.Size = Mathf.Clamp01(bbc.Size); bbc.Fidelity += XCI.GetAxis(XboxAxis.RightStickX) * Time.deltaTime * 0.33f; bbc.Fidelity = Mathf.Clamp01(bbc.Fidelity); if (XCI.GetButtonDown(XboxButton.RightStick)) { bbc.ScaleFlashesAmount = bbc.ScaleFlashesAmount == 0 ? 1 : 0; } // DPAD if (XCI.GetButtonDown(XboxButton.DPadLeft)) { bbc.AnalogGlitchVertJump = bbc.AnalogGlitchVertJump == 0 ? 1 : 0; } if (XCI.GetButtonDown(XboxButton.DPadDown)) { bbc.AnalogGlitchAmount = bbc.AnalogGlitchAmount == 0 ? 1 : 0; } if (XCI.GetButtonDown(XboxButton.DPadRight)) { bbc.AnalogGlitchColor = bbc.AnalogGlitchColor == 0 ? 1 : 0; } if (XCI.GetButtonDown(XboxButton.DPadUp)) { bbc.AnalogGlitchVertJump = 0; bbc.AnalogGlitchAmount = 0; bbc.AnalogGlitchColor = 0; } // Action Buttons // NOTEL: The "A" and "B" button are in the Beat Finder class!! if (XCI.GetButtonDown(XboxButton.Y)) { bbc.CameraPerspectiveToggle = !bbc.CameraPerspectiveToggle; } if (XCI.GetButtonDown(XboxButton.X)) { bbc.OceanToggle = !bbc.OceanToggle; } // Start/Select if (XCI.GetButtonDown(XboxButton.Start)) { bbc.OrthCameraZoomToggle = !bbc.OrthCameraZoomToggle; } if (XCI.GetButtonDown(XboxButton.Back)) { bbc.Edges = !bbc.Edges; } // Keyboard if (Input.GetKey(KeyCode.T)) { BeatFinder.beatStartTimeOffsetHack -= Time.deltaTime * 0.33f; } if (Input.GetKey(KeyCode.Y)) { BeatFinder.beatStartTimeOffsetHack += Time.deltaTime * 0.33f; } if (Input.GetKeyDown(KeyCode.R)) { tunnleControl.pulseRather = !tunnleControl.pulseRather; } if (Input.GetKey(KeyCode.Q)) { tunnleControl.flashChanceAdd -= Time.deltaTime * 0.33f; } if (Input.GetKey(KeyCode.W)) { tunnleControl.flashChanceAdd = 0; } if (Input.GetKey(KeyCode.E)) { tunnleControl.flashChanceAdd += Time.deltaTime * 0.33f; } if (Input.GetKey(KeyCode.Tab)) { tunnleControl.flashChanceAdd = -tunnleControl.FlashChanceBase + 0.05f; } if (Input.GetKey(KeyCode.A)) { tunnleControl.offsetAdd -= Time.deltaTime * 0.33f; } if (Input.GetKey(KeyCode.S)) { tunnleControl.offsetAdd = 0; } if (Input.GetKey(KeyCode.D)) { tunnleControl.offsetAdd += Time.deltaTime * 0.33f; } if (Input.GetKey(KeyCode.Z)) { tunnleControl.twistAdd -= Time.deltaTime * 0.33f; } if (Input.GetKey(KeyCode.X)) { tunnleControl.twistAdd = 0; } if (Input.GetKey(KeyCode.C)) { tunnleControl.twistAdd += Time.deltaTime * 0.33f; } }
static public bool GamePadButtonDown(XboxController controller, XboxButton button) { return(XCI.GetButtonDown(button, controller)); }