示例#1
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        /// <summary>
        /// Create an aggregate, single-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
        /// </summary>
        /// <example>
        /// <code>
        /// Throttle = CreateOneAxisPlayerAction( Brake, Accelerate );
        /// </code>
        /// </example>
        /// <param name="negativeAction">The action to query for the negative component of the axis.</param>
        /// <param name="positiveAction">The action to query for the positive component of the axis.</param>
        protected PlayerOneAxisAction CreateOneAxisPlayerAction(PlayerAction negativeAction, PlayerAction positiveAction)
        {
            var action = new PlayerOneAxisAction(negativeAction, positiveAction);

            oneAxisActions.Add(action);
            return(action);
        }
示例#2
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	public MonkActions(InputDevice device)
	{
		spawn0 = CreatePlayerAction ("Spawn0");
		spawn1 = CreatePlayerAction ("Spawn1");
		spawn2 = CreatePlayerAction ("Spawn2");
		spawn3 = CreatePlayerAction ("Spawn3");
		fireTurret = CreatePlayerAction ("FireTurret");
		moveUnitLeft = CreatePlayerAction ("MoveUnitLeft");
		moveUnitRight = CreatePlayerAction ("MoveUnitRight");
		moveHorizontal = CreateOneAxisPlayerAction (moveUnitLeft, moveUnitRight);

		moveUnitUp = CreatePlayerAction ("MoveUnitUp");
		moveUnitDown = CreatePlayerAction ("MoveUnitDown");
		moveVertical = CreateOneAxisPlayerAction (moveUnitDown,moveUnitUp);

		Device = device;

		spawn0.AddDefaultBinding (InputControlType.Action1);
		spawn1.AddDefaultBinding (InputControlType.Action2);
		spawn2.AddDefaultBinding (InputControlType.Action3);
		spawn3.AddDefaultBinding (InputControlType.Action4);
		fireTurret.AddDefaultBinding (InputControlType.RightTrigger);

		moveUnitLeft.AddDefaultBinding (InputControlType.LeftStickLeft);
		moveUnitRight.AddDefaultBinding (InputControlType.LeftStickRight);
		moveUnitUp.AddDefaultBinding (InputControlType.LeftStickUp);
		moveUnitDown.AddDefaultBinding (InputControlType.LeftStickDown);

	}
        public PlayerControls()
        {
            MouseLeft = CreatePlayerAction("Mouse Left Click");
            MouseRight = CreatePlayerAction("Mouse Right Click");

            LookButton = CreatePlayerAction("Mouse look");

            ZoomIn = CreatePlayerAction("Zoom in (mouse)");
            ZoomOut = CreatePlayerAction("Zoom out (mouse)");
            Zoom = CreateOneAxisPlayerAction(ZoomIn, ZoomOut);

            ZoomKeyboardIn = CreatePlayerAction("Zoom in (keyboard)");
            ZoomKeyboardOut = CreatePlayerAction("Zoom out (keyboard)");
            ZoomKeyboard = CreateOneAxisPlayerAction(ZoomKeyboardIn, ZoomKeyboardOut);

            MousePositiveX = CreatePlayerAction("Look positive X (mouse)");
            MousePositiveY = CreatePlayerAction("Look positive Y (mouse)");
            MouseNegativeX = CreatePlayerAction("Look negative X (mouse)");
            MouseNegativeY = CreatePlayerAction("Look negative Y (mouse)");
            LookMouse = CreateTwoAxisPlayerAction(MouseNegativeX, MousePositiveX, MouseNegativeY, MousePositiveY);

            KeyboardPositiveX = CreatePlayerAction("Look positive X (keyboard)");
            KeyboardPositiveY = CreatePlayerAction("Look positive Y (keyboard)");
            KeyboardNegativeX = CreatePlayerAction("Look negative X (keyboard)");
            KeyboardNegativeY = CreatePlayerAction("Look negative Y (keyboard)");
            LookKeyboard = CreateTwoAxisPlayerAction(KeyboardNegativeX, KeyboardPositiveX, KeyboardNegativeY, KeyboardPositiveY);
        }
示例#4
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 public PlayerActions()
 {
     Left = CreatePlayerAction( "Move Left" );
     Right = CreatePlayerAction( "Move Right" );
     Jump = CreatePlayerAction( "Jump" );
     Shift = CreatePlayerAction ("Kinetic Shift");
     Move = CreateOneAxisPlayerAction (Left, Right);
 }
示例#5
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 private CourierPlayer()
 {
     Pedal               = CreatePlayerAction("Pedal");
     Brake				= CreatePlayerAction("Brake");
     SteeringColumnL     = CreatePlayerAction("SteeringColumnL");
     SteeringColumnR     = CreatePlayerAction("SteeringColumnR");
     SteeringColumnKeys  = CreateOneAxisPlayerAction(SteeringColumnL, SteeringColumnR);
     SteeringColumnGyro  = CreatePlayerAction("SteeringColumnGyro");
 }
示例#6
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 public BallActions()
 {
     Left = CreatePlayerAction( "Move Left" );
     Right = CreatePlayerAction( "Move Right" );
     Up = CreatePlayerAction( "Move Up" );
     Down = CreatePlayerAction( "Move Down" );
     Jump = CreatePlayerAction( "Jump" );
     Shift = CreatePlayerAction ("Kinetic Shift");
     Brake = CreatePlayerAction ("Brake");
     Move = CreateOneAxisPlayerAction (Left, Right);
     JumpDirection = CreateTwoAxisPlayerAction (Left, Right, Down, Up);
 }
示例#7
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    //public PlayerAction useItem;

    public PlayerActions() {
        moveLeft = CreatePlayerAction("MoveLeft");
        moveRight = CreatePlayerAction("MoveRight");
        horizontalMovement = CreateOneAxisPlayerAction(moveLeft, moveRight);

        moveUp = CreatePlayerAction("MoveUp");
        moveDown = CreatePlayerAction("MoveDown");
        verticalMovement = CreateOneAxisPlayerAction(moveDown, moveUp);

        prevSpell = CreatePlayerAction("PrevSpell");
        nextSpell = CreatePlayerAction("NextSpell");

        dodge = CreatePlayerAction("Dodge");
    }
        // Use this for initialization
        public AlienInputActions()
        {
            shoot          = CreatePlayerAction(" shoot ");
            explode        = CreatePlayerAction(" explode ");
            reset          = CreatePlayerAction(" reset ");
            leftStickLeft  = CreatePlayerAction("left");
            leftStickRight = CreatePlayerAction("right");

            leftStickUp   = CreatePlayerAction("up");
            leftStickDown = CreatePlayerAction("down");

            leftStickXPosition = CreateOneAxisPlayerAction(leftStickLeft, leftStickRight);
            leftStickYPosition = CreateOneAxisPlayerAction(leftStickDown, leftStickUp);
        }
示例#9
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		public ArmActions()
		{
			Grab = CreatePlayerAction( "Grab" );
			WristRotateLeft = CreatePlayerAction( "WristRotateLeft" );
			WristRotateRight = CreatePlayerAction( "WristRotateRight" );
			WristExtend = CreatePlayerAction( "WristExtend" );
			WristRetract = CreatePlayerAction( "WristRetract" );
			ElbowExtend = CreatePlayerAction( "ElbowExtend" );
			ElbowRetract = CreatePlayerAction( "ElbowRetract" );
			ShoulderLiftUp = CreatePlayerAction ("ShoulderLiftUp");
			ShoulderDropDown = CreatePlayerAction ("ShoulderDropDown");
			WristRotateAxis = CreateOneAxisPlayerAction(WristRotateRight, WristRotateLeft);
			WristExtendAxis = CreateOneAxisPlayerAction(WristRetract, WristExtend);
			ElbowExtendAxis = CreateOneAxisPlayerAction(ElbowRetract,ElbowExtend);
			ShoulderLiftAxis = CreateOneAxisPlayerAction(ShoulderLiftUp, ShoulderDropDown);
		}
示例#10
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	public HeadActions()
	{
		Grab = CreatePlayerAction( "Grab" );
		Left = CreatePlayerAction( "Left" );
		Right = CreatePlayerAction( "Right" );
		Up = CreatePlayerAction( "Up" );
		Down = CreatePlayerAction( "Down" );;
		SpinLeft = CreatePlayerAction ("SpinLeft");
		SpinRight = CreatePlayerAction ("SpinRight");
		SpinForward = CreatePlayerAction ("SpinForward");
		SpinBackward = CreatePlayerAction ("SpinBackward");
		Raise = CreatePlayerAction("Raise");
		Lower = CreatePlayerAction("Lower");
		Height = CreateOneAxisPlayerAction(Lower, Raise);
		Rotate = CreateTwoAxisPlayerAction(SpinRight, SpinLeft, SpinForward, SpinBackward);
		Pan = CreateTwoAxisPlayerAction(Left,Right,Down,Up);
	}
示例#11
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	public AttackerActions(InputDevice device)
	{
		attackerAttack = CreatePlayerAction ("AttackerAttack");

		moveAttackerLeft = CreatePlayerAction ("MoveUnitLeft");
		moveAttackerRight = CreatePlayerAction ("MoveUnitRight");
		moveAttackerHorizontal = CreateOneAxisPlayerAction (moveAttackerLeft, moveAttackerRight);
		moveAttackerUp = CreatePlayerAction ("MoveUnitUp");
		moveAttackerDown = CreatePlayerAction ("MoveUnitDown");
		moveAttackerVertical = CreateOneAxisPlayerAction (moveAttackerDown,moveAttackerUp);

		this.Device = device;

		attackerAttack.AddDefaultBinding (InputControlType.Action1);
		moveAttackerLeft.AddDefaultBinding (InputControlType.LeftStickLeft);
		moveAttackerRight.AddDefaultBinding (InputControlType.LeftStickRight);
		moveAttackerUp.AddDefaultBinding (InputControlType.LeftStickUp);
		moveAttackerDown.AddDefaultBinding (InputControlType.LeftStickDown);
	}
    public ChopstickActions01()
    {
        LStickLeft = CreatePlayerAction("Move LStick Left");
        LStickRight = CreatePlayerAction("Move LStick Right");
        LStickUp = CreatePlayerAction("Move LStick Up");
        LStickDown = CreatePlayerAction("Move LStick Down");
        LStickMove = CreateTwoAxisPlayerAction(LStickLeft, LStickRight, LStickDown, LStickUp);
        LStickRotateLeft = CreatePlayerAction("Rotate LStick Left");
        LStickRotateRight = CreatePlayerAction("Rotate LStick Rigth");
        LStickRotate = CreateOneAxisPlayerAction(LStickRotateLeft, LStickRotateRight);

        RStickLeft = CreatePlayerAction("Move RStick Left");
        RStickRight = CreatePlayerAction("Move RStick Right");
        RStickUp = CreatePlayerAction("Move RStick Up");
        RStickDown = CreatePlayerAction("Move RStick Down");
        RStickMove = CreateTwoAxisPlayerAction(RStickLeft, RStickRight, RStickDown, RStickUp);
        RStickRotateLeft = CreatePlayerAction("Rotate RStick Left");
        RStickRotateRight = CreatePlayerAction("Rotate RStick Rigth");
        RStickRotate = CreateOneAxisPlayerAction(RStickRotateLeft, RStickRotateRight);
    }
示例#13
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        public PlayerInputActions()
        {
            left  = CreatePlayerAction("left");
            right = CreatePlayerAction("right");

            up   = CreatePlayerAction("up");
            down = CreatePlayerAction("down");

            rStickLeft  = CreatePlayerAction("rStickLeft");
            rStickRight = CreatePlayerAction("rStickRight");

            rStickUp   = CreatePlayerAction("rStickUp");
            rStickDown = CreatePlayerAction("rStickDown");

            moveHorizontally = CreateOneAxisPlayerAction(left, right);
            moveVertically   = CreateOneAxisPlayerAction(down, up);

            throwHorizontally = CreateOneAxisPlayerAction(rStickLeft, rStickRight);
            throwVertically   = CreateOneAxisPlayerAction(rStickDown, rStickUp);

            interact     = CreatePlayerAction("interact");
            secondAttack = CreatePlayerAction("secondAttack");
            thirdAttack  = CreatePlayerAction("thirdAttack");

            nextTrack     = CreatePlayerAction("nextTrack");
            previousTrack = CreatePlayerAction("previousTrack");

            roll = CreatePlayerAction("roll");

            pause = CreatePlayerAction("pause");
            back  = CreatePlayerAction("back");

            menuSelect = CreatePlayerAction("menuSelect");
            menuLeft   = CreatePlayerAction("menuLeft");
            menuRight  = CreatePlayerAction("menuRight");

            menuUp   = CreatePlayerAction("menuUp");
            menuDown = CreatePlayerAction("menuDown");

            dance = CreatePlayerAction("select");
        }
示例#14
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		/// <summary>
		/// Create an aggregate, single-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
		/// </summary>
		/// <example>
		/// <code>
		/// Throttle = CreateOneAxisPlayerAction( Brake, Accelerate );
		/// </code>
		/// </example>
		/// <param name="negativeAction">The action to query for the negative component of the axis.</param>
		/// <param name="positiveAction">The action to query for the positive component of the axis.</param>
		protected PlayerOneAxisAction CreateOneAxisPlayerAction( PlayerAction negativeAction, PlayerAction positiveAction )
		{
			var action = new PlayerOneAxisAction( negativeAction, positiveAction );
			oneAxisActions.Add( action );
			return action;
		}
示例#15
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        public TestInputSet()
        {
            expand = CreatePlayerAction("Expand");
            //expand.AddDefaultBinding(Mouse.RightButton);
            //expand.AddDefaultBinding(Key.Space);
            //expand.AddDefaultBinding(InputControlType.Action4);

            cancel = CreatePlayerAction("Cancel");
            cancel.AddDefaultBinding(Mouse.RightButton);
            cancel.AddDefaultBinding(Key.Escape);
            cancel.AddDefaultBinding(InputControlType.Action2);

            {
                var up = CreatePlayerAction("Up");
                var down = CreatePlayerAction("Down");
                var left = CreatePlayerAction("Left");
                var right = CreatePlayerAction("Right");

                up.AddDefaultBinding(Key.W);
                down.AddDefaultBinding(Key.S);
                left.AddDefaultBinding(Key.A);
                right.AddDefaultBinding(Key.D);

                up.AddDefaultBinding(InputControlType.LeftStickUp);
                down.AddDefaultBinding(InputControlType.LeftStickDown);
                left.AddDefaultBinding(InputControlType.LeftStickLeft);
                right.AddDefaultBinding(InputControlType.LeftStickRight);

                move = CreateTwoAxisPlayerAction(left, right, down, up);
                move.StateThreshold = 0.5f;
            }

            {
                var cw = CreatePlayerAction("Turn CW");
                var acw = CreatePlayerAction("Turn ACW");

                cw.AddDefaultBinding(Key.E);
                acw.AddDefaultBinding(Key.Q);

                turn = CreateOneAxisPlayerAction(cw, acw);
            }

            {
                var up = CreatePlayerAction("Cursor Up");
                var down = CreatePlayerAction("Cursor Down");
                var left = CreatePlayerAction("Cursor Left");
                var right = CreatePlayerAction("Cursor Right");

                up.AddDefaultBinding(InputControlType.RightStickUp);
                down.AddDefaultBinding(InputControlType.RightStickDown);
                left.AddDefaultBinding(InputControlType.RightStickLeft);
                right.AddDefaultBinding(InputControlType.RightStickRight);

                cursor = CreateTwoAxisPlayerAction(left, right, down, up);

                click = CreatePlayerAction("Cursor Click");
                click.AddDefaultBinding(InputControlType.RightTrigger);
            }

            {
                var zoomIn = CreatePlayerAction("Zoom In");
                var zoomOut = CreatePlayerAction("Zoom Out");

                zoomIn.AddDefaultBinding(InputControlType.LeftStickButton);
                zoomOut.AddDefaultBinding(InputControlType.RightStickButton);

                zoomIn.AddDefaultBinding(Key.Equals);
                zoomOut.AddDefaultBinding(Key.Minus);

                zoom = CreateOneAxisPlayerAction(zoomOut, zoomIn);
            }
        }
示例#16
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    public MyCharacterActions()
    {
        Left = CreatePlayerAction("Move Left");
        Right = CreatePlayerAction("Move Right");
        Up = CreatePlayerAction("Move Up");
        Down = CreatePlayerAction("Move Down");

        Jump = CreatePlayerAction("Jump");
        Accelerate = CreatePlayerAction("Accelerate");
        SwitchPolarity = CreatePlayerAction("Switch Polarity");
        SwitchToNormal = CreatePlayerAction("Switch To Normal");
        Boost = CreatePlayerAction("Boost");
        Select = CreatePlayerAction("Select");

        Move = CreateOneAxisPlayerAction(Left, Right);
    }