public GamepadInControlActionSet()
	{
		// Joystick
		Left = CreatePlayerAction("MoveLeft");
		Right = CreatePlayerAction("MoveRight");
		Up = CreatePlayerAction("MoveUp");
		Down = CreatePlayerAction("MoveDown");

		Movement = CreateTwoAxisPlayerAction(Left, Right, Down, Up);

		// Actions
		Jump = CreatePlayerAction("Jump");

		Break = CreatePlayerAction("Break");

		Dash = CreatePlayerAction("Dash");

		Accelerate = CreatePlayerAction("Accelerate");

		Desaccelerate = CreatePlayerAction("desaccelerate");


		// Menu
		Command = CreatePlayerAction("Command");
	}
示例#2
0
        /// <summary>
        /// Create an aggregate, double-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
        /// </summary>
        /// <example>
        /// Note that, due to Unity's positive up-vector, the parameter order of <c>negativeYAction</c> and <c>positiveYAction</c> might seem counter-intuitive.
        /// <code>
        /// Move = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
        /// </code>
        /// </example>
        /// <param name="negativeXAction">The action to query for the negative component of the X axis.</param>
        /// <param name="positiveXAction">The action to query for the positive component of the X axis.</param>
        /// <param name="negativeYAction">The action to query for the negative component of the Y axis.</param>
        /// <param name="positiveYAction">The action to query for the positive component of the Y axis.</param>
        protected PlayerTwoAxisAction CreateTwoAxisPlayerAction(PlayerAction negativeXAction, PlayerAction positiveXAction, PlayerAction negativeYAction, PlayerAction positiveYAction)
        {
            var action = new PlayerTwoAxisAction(negativeXAction, positiveXAction, negativeYAction, positiveYAction);

            twoAxisActions.Add(action);
            return(action);
        }
示例#3
0
    public PlayerActions()
    {
        this.Skills = new PlayerAction[4];

        this.Shoot = this.CreatePlayerAction( "Shoot" );
        for (int i = 0; i < 4; i++)
        {
            this.Skills[i] = this.CreatePlayerAction( "Skill" + i );
        }

        this.YesOrOk = this.CreatePlayerAction( "Yes" );
        this.NoOrBack = this.CreatePlayerAction ( "No" );

        this.ILeft = this.CreatePlayerAction( "ILeft");
        this.IRight = this.CreatePlayerAction( "IRight");
        this.IUp = this.CreatePlayerAction( "IUp");
        this.IDown = this.CreatePlayerAction( "IDown");

        this.moveUp = this.CreatePlayerAction( "MoveUp" );
        this.moveDown = this.CreatePlayerAction( "MoveDown" );
        this.moveLeft = this.CreatePlayerAction( "MoveLeft" );
        this.moveRight = this.CreatePlayerAction( "MoveRight" );

        this.aimUp = this.CreatePlayerAction( "AimUp" );
        this.aimDown = this.CreatePlayerAction( "AimDown" );
        this.aimRight = this.CreatePlayerAction ( "AimRight" );
        this.aimLeft = this.CreatePlayerAction ( "AimLeft" );

        this.Movement = this.CreateTwoAxisPlayerAction(this.moveLeft, this.moveRight, this.moveDown, this.moveUp);
        this.Aim = this.CreateTwoAxisPlayerAction(this.aimLeft, this.aimRight, this.aimDown, this.aimUp);
    }
示例#4
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    public PlayerActions()
        : base()
    {
        L_Left = CreatePlayerAction("Left stick left");
        L_Right = CreatePlayerAction("Left stick right");
        L_Up = CreatePlayerAction("Left stick up");
        L_Down = CreatePlayerAction("Left stick down");

        R_Left = CreatePlayerAction("Right stick left");
        R_Right = CreatePlayerAction("Right stick right");
        R_Up = CreatePlayerAction("Right stick up");
        R_Down = CreatePlayerAction("Right stick down");

        Move = CreateTwoAxisPlayerAction(
            L_Left,
            L_Right,
            L_Down,
            L_Up);

        Look = CreateTwoAxisPlayerAction(
            R_Left,
            R_Right,
            R_Down,
            R_Up);

        Fire = CreatePlayerAction("Fire");
        Join = CreatePlayerAction("Join");
    }
        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);
        }
		public PlayerActions()
		{
			Fire = CreatePlayerAction( "Fire" );
			Jump = CreatePlayerAction( "Jump" );
			Left = CreatePlayerAction( "Move Left" );
			Right = CreatePlayerAction( "Move Right" );
			Up = CreatePlayerAction( "Move Up" );
			Down = CreatePlayerAction( "Move Down" );
			Move = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
		}
 public PlayerActions()
 {
     attack = CreatePlayerAction("Attack");
     target = CreatePlayerAction("Target");
     right = CreatePlayerAction("Move Right");
     left = CreatePlayerAction("Move Left");
     up = CreatePlayerAction("Move Up");
     down = CreatePlayerAction("Move Down");
     move = CreateTwoAxisPlayerAction(left, right, down, up);
 }
		public PlayerActions()
		{
			Green = CreatePlayerAction( "Green" );
			Red = CreatePlayerAction( "Red" );
			Blue = CreatePlayerAction( "Blue" );
			Yellow = CreatePlayerAction( "Yellow" );
			Left = CreatePlayerAction( "Left" );
			Right = CreatePlayerAction( "Right" );
			Up = CreatePlayerAction( "Up" );
			Down = CreatePlayerAction( "Down" );
			Rotate = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
		}
示例#9
0
 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);
 }
		public ControllerPlayerActions() {
			_primaryLeft = this.CreatePlayerAction("Primary Left");
			_primaryRight = this.CreatePlayerAction("Primary Right");
			_primaryUp = this.CreatePlayerAction("Primary Up");
			_primaryDown = this.CreatePlayerAction("Primary Down");
			this.PrimaryDirection = this.CreateTwoAxisPlayerAction(_primaryLeft, _primaryRight, _primaryDown, _primaryUp);
			
			_secondaryLeft = this.CreatePlayerAction("Secondary Left");
			_secondaryRight = this.CreatePlayerAction("Secondary Right");
			_secondaryUp = this.CreatePlayerAction("Secondary Up");
			_secondaryDown = this.CreatePlayerAction("Secondary Down");
			this.SecondaryDirection = this.CreateTwoAxisPlayerAction(_secondaryLeft, _secondaryRight, _secondaryDown, _secondaryUp);
		}
示例#11
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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#12
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    public PlayerActions()
    {
        up = CreatePlayerAction("Move Up");
        down = CreatePlayerAction("Move Down");
        left = CreatePlayerAction("Move Left");
        right = CreatePlayerAction("Move Right");

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

        primary = CreatePlayerAction("Fire Primary");
        secondary = CreatePlayerAction("Fire Secondary");
        shield = CreatePlayerAction("Activate Shield");
        item = CreatePlayerAction("Use Item");

        pause = CreatePlayerAction("Pause");
        quit = CreatePlayerAction("Quit");
    }
示例#13
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    public PlayerAction UseWeapon; // use equipped weapon (fire ranged weapon, use melee weapon)

    #endregion Fields

    #region Constructors

    public PlayerActions()
    {
        Left = CreatePlayerAction( "Move Left" );
        Right = CreatePlayerAction( "Move Right" );
        Up = CreatePlayerAction( "Move Up" );
        Down = CreatePlayerAction( "Move Down" );
        Move = CreateTwoAxisPlayerAction( Left, Right, Down, Up );

        CamLeft = CreatePlayerAction( "Move Camera Left" );
        CamRight = CreatePlayerAction( "Move Camera Right" );
        CamUp = CreatePlayerAction( "Move Camera Up" );
        CamDown = CreatePlayerAction( "Move Camera Down" );
        CamMove = CreateTwoAxisPlayerAction( CamLeft, CamRight, CamDown, CamUp );

        DodoInteraction = CreatePlayerAction( "Pick up/Throw Dodo" );
        UseWeapon = CreatePlayerAction( "Use Equipped Weapon" );
        ToggleRanged = CreatePlayerAction( "Equip/Unequip Range Weapon" );
        Jump = CreatePlayerAction( "Jump" );
    }
示例#14
0
    public PlayerActions()
    {
        //Move
        LeftMove  = CreatePlayerAction("Move Left");
        RightMove = CreatePlayerAction("Move Right");
        UpMove    = CreatePlayerAction("Move Up");
        DownMove  = CreatePlayerAction("Move Down");
        Move      = CreateTwoAxisPlayerAction(LeftMove, RightMove, DownMove, UpMove);

        //Aim
        LeftAim  = CreatePlayerAction("Aim Left");
        RightAim = CreatePlayerAction("Aim Right");
        UpAim    = CreatePlayerAction("Aim Up");
        DownAim  = CreatePlayerAction("Aim Down");
        Aim      = CreateTwoAxisPlayerAction(LeftAim, RightAim, DownAim, UpAim);

        //Shoot
        Shoot = CreatePlayerAction("Shoot");
    }
    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#16
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    public PlayerActions()
    {
        Cast = CreatePlayerAction("Cast");
        Shield = CreatePlayerAction("Shield");
        Jump = CreatePlayerAction("Jump");

        Earth = CreatePlayerAction("Earth");
        Fire = CreatePlayerAction("Fire");
        Water = CreatePlayerAction("Water");

        MoveLeft = CreatePlayerAction("Move Left");
        MoveRight = CreatePlayerAction("Move Right");
        MoveUp = CreatePlayerAction("Move Up");
        MoveDown = CreatePlayerAction("Move Down");
        Move = CreateTwoAxisPlayerAction(MoveLeft, MoveRight, MoveDown, MoveUp);

        AimLeft = CreatePlayerAction("Aim Left");
        AimRight = CreatePlayerAction("Aim Right");
        AimUp = CreatePlayerAction("Aim Up");
        AimDown = CreatePlayerAction("Aim Down");
        Aim = CreateTwoAxisPlayerAction(AimLeft, AimRight, AimDown, AimUp);

        Dash = CreatePlayerAction("Dash");
    }
示例#17
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        public ShipActions()
        {
            lookLeft = CreatePlayerAction( "look x+" );
            lookRight = CreatePlayerAction( "look x-" );
            lookUp = CreatePlayerAction( "look y+" );
            lookDown = CreatePlayerAction( "look y-" );
            aAxs = CreateTwoAxisPlayerAction(lookLeft,
                                      lookRight,
                                      lookDown, //lord, lookDown
                                      lookUp);

            Left = CreatePlayerAction( "move x+" );
            Right = CreatePlayerAction( "move x-" );
            Up = CreatePlayerAction( "move y+" );
            Down = CreatePlayerAction( "move y-" );
            mAxs = CreateTwoAxisPlayerAction(Left,
                                      Right,
                                      Down, //breckfast
                                      Up);
            bL = CreatePlayerAction ("Bumper Left");
            bR = CreatePlayerAction ("Bumper Right");
            tL = CreatePlayerAction ("Trigger Left");
            tR = CreatePlayerAction ("Trigger Right");
        }
示例#18
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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);
            }
        }
 private void configureMovementActions()
 {
     MoveLeft = initializeAction( MovementActions.LEFT );
     MoveRight = initializeAction( MovementActions.RIGHT );
     MoveForward = initializeAction( MovementActions.FORWARD );
     MoveBackward = initializeAction( MovementActions.BACKWARD );
     Move = initializeAction( MoveLeft, MoveRight, MoveBackward, MoveForward );
 }
示例#20
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文件: Player.cs 项目: Elendow/GGJ2016
	public PlayerInput(bool haveGamepad)
	{
		_left 		= CreatePlayerAction("Move Left");
		_right 		= CreatePlayerAction("Move Right");
		_up 		= CreatePlayerAction("Move Up");
		_down 		= CreatePlayerAction("Move Down");
		move		= CreateTwoAxisPlayerAction(_left, _right, _down, _up);

		_shootLeft 	= CreatePlayerAction("Shoot Left");
		_shootRight	= CreatePlayerAction("Shoot Right");
		_shootUp 	= CreatePlayerAction("Shoot Up");
		_shootDown 	= CreatePlayerAction("Shoot Down");
		shoot		= CreateTwoAxisPlayerAction(_shootLeft, _shootRight, _shootDown, _shootUp);

		//Gamepad
		if(haveGamepad)
		{
			_left.AddDefaultBinding(InputControlType.LeftStickLeft);
			_right.AddDefaultBinding(InputControlType.LeftStickRight);
			_up.AddDefaultBinding(InputControlType.LeftStickUp);
			_down.AddDefaultBinding(InputControlType.LeftStickDown);

			_left.AddDefaultBinding(InputControlType.DPadLeft);
			_right.AddDefaultBinding(InputControlType.DPadRight);
			_up.AddDefaultBinding(InputControlType.DPadUp);
			_down.AddDefaultBinding(InputControlType.DPadDown);

			_shootLeft.AddDefaultBinding(InputControlType.RightStickLeft);
			_shootRight.AddDefaultBinding(InputControlType.RightStickRight);
			_shootUp.AddDefaultBinding(InputControlType.RightStickUp);
			_shootDown.AddDefaultBinding(InputControlType.RightStickDown);

			_shootLeft.AddDefaultBinding(InputControlType.Action3);
			_shootRight.AddDefaultBinding(InputControlType.Action2);
			_shootUp.AddDefaultBinding(InputControlType.Action4);
			_shootDown.AddDefaultBinding(InputControlType.Action1);
		}
		else
		{
			_left.AddDefaultBinding(Key.LeftArrow);
			_right.AddDefaultBinding(Key.RightArrow);
			_up.AddDefaultBinding(Key.UpArrow);
			_down.AddDefaultBinding(Key.DownArrow);

			_shootLeft.AddDefaultBinding(Key.A);
			_shootRight.AddDefaultBinding(Key.D);
			_shootUp.AddDefaultBinding(Key.W);
			_shootDown.AddDefaultBinding(Key.S);
		}
	}
 private void configureCameraActions()
 {
     LookLeft = initializeAction( CameraActions.LEFT );
     LookRight = initializeAction( CameraActions.RIGHT );
     LookUp = initializeAction( CameraActions.UP );
     LookDown = initializeAction( CameraActions.DOWN );
     Look = initializeAction( LookLeft, LookRight, LookUp, LookDown );
 }
示例#22
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		/// <summary>
		/// Create an aggregate, double-axis action on this set. This should be performed in the constructor of your PlayerActionSet subclass.
		/// </summary>
		/// <example>
		/// Note that, due to Unity's positive up-vector, the parameter order of <c>negativeYAction</c> and <c>positiveYAction</c> might seem counter-intuitive.
		/// <code>
		/// Move = CreateTwoAxisPlayerAction( Left, Right, Down, Up );
		/// </code>
		/// </example>
		/// <param name="negativeXAction">The action to query for the negative component of the X axis.</param>
		/// <param name="positiveXAction">The action to query for the positive component of the X axis.</param>
		/// <param name="negativeYAction">The action to query for the negative component of the Y axis.</param>
		/// <param name="positiveYAction">The action to query for the positive component of the Y axis.</param>
		protected PlayerTwoAxisAction CreateTwoAxisPlayerAction( PlayerAction negativeXAction, PlayerAction positiveXAction, PlayerAction negativeYAction, PlayerAction positiveYAction )
		{
			var action = new PlayerTwoAxisAction( negativeXAction, positiveXAction, negativeYAction, positiveYAction );
			twoAxisActions.Add( action );
			return action;
		}