// Called every frame protected override void InputUpdate() { if (hudController != null) { hudController.SetPrompts("PRESS " + enterExitInput.GetInputAsString() + " TO ENTER", "PRESS " + enterExitInput.GetInputAsString() + " TO EXIT"); } if (vehicleEnterExitManager.EnterableVehicles.Count > 0) { // Check for input if (enterExitInput.Down()) { Vehicle parent = vehicleEnterExitManager.EnterableVehicles[0].Vehicle; vehicleEnterExitManager.EnterParent(0); gameAgent.EnterVehicle(parent); } } else if (vehicleEnterExitManager.CanExitToChild()) { // Check for input if (enterExitInput.Down()) { Vehicle child = vehicleEnterExitManager.Child.Vehicle; vehicleEnterExitManager.ExitToChild(); gameAgent.EnterVehicle(child); } } }
protected override void InputUpdate() { if (hudShipLander != null) { hudShipLander.SetPrompts("PRESS " + landingInput.GetInputAsString() + " TO LAUNCH", "PRESS " + landingInput.GetInputAsString() + " TO LAND"); } switch (shipLander.CurrentState) { case (ShipLander.ShipLanderState.Launched): if (landingInput.Down()) { shipLander.Land(); } break; case (ShipLander.ShipLanderState.Landed): if (landingInput.Down()) { shipLander.Launch(); } break; } }
protected override void InputUpdate() { // Cycle forward input if (cycleForwardInput.Down()) { Cycle(true); } // Cycle backward input if (cycleBackwardInput.Down()) { Cycle(false); } // Select modules for (int i = 0; i < moduleSelectionInputs.Count; ++i) { if (moduleSelectionInputs[i].input.Down()) { for (int j = 0; j < vehicle.ModuleMounts.Count; ++j) { if (vehicle.ModuleMounts[j].ID == moduleMountID) { vehicle.ModuleMounts[j].MountModule(moduleSelectionInputs[i].moduleIndex); } } } } }
// Do movement protected virtual void MovementUpdate() { // Forward / backward movement translationInputs = spaceVehicleEngines.TranslationThrottleValues; if (throttleUpInput.Pressed()) { translationInputs.z += throttleSensitivity.z * Time.deltaTime; } else if (throttleDownInput.Pressed()) { translationInputs.z -= throttleSensitivity.z * Time.deltaTime; } // Left / right movement translationInputs.x = strafeHorizontalInput.FloatValue(); // Up / down movement translationInputs.y = strafeVerticalInput.FloatValue(); // Boost if (boostInput.Down()) { boostInputs = new Vector3(0f, 0f, 1f); } else if (boostInput.Up()) { boostInputs = Vector3.zero; } }
protected override void InputUpdate() { // Select next target if (nextTargetInput.Down()) { weaponTargetSelector.Cycle(true); } // Select previous target if (previousTargetInput.Down()) { weaponTargetSelector.Cycle(false); } // Select nearest target if (nearestTargetInput.Down()) { weaponTargetSelector.SelectNearest(); } // Select front target if (frontTargetInput.Down()) { weaponTargetSelector.SelectFront(); } }
// Set the control values for the vehicle void SetControlValues() { // Values to be passed to the ship float pitch = 0; float yaw = 0; float roll = 0; Vector3 flattenedForward = new Vector3(engines.transform.forward.x, 0f, engines.transform.forward.z).normalized; Maneuvring.TurnToward(engines.transform, engines.transform.position + flattenedForward, new Vector3(0f, 360f, 0f), shipPIDController.steeringPIDController); pitch = shipPIDController.steeringPIDController.GetControlValue(PIDController3D.Axis.X); roll = shipPIDController.steeringPIDController.GetControlValue(PIDController3D.Axis.Z); yaw = -yawInput.FloatValue(); // ************************** Throttle ****************************** Vector3 nextTranslationInputs = engines.TranslationThrottleValues; if (throttleUpInput.Pressed()) { nextTranslationInputs.z += throttleSensitivity.z * Time.deltaTime; } else if (throttleDownInput.Pressed()) { nextTranslationInputs.z -= throttleSensitivity.z * Time.deltaTime; } // Left / right movement nextTranslationInputs.x = strafeHorizontalInput.FloatValue(); // Up / down movement nextTranslationInputs.y = strafeVerticalInput.FloatValue(); engines.SetTranslationThrottleValues(nextTranslationInputs); if (boostInput.Down()) { engines.SetBoostThrottleValues(new Vector3(0f, 0f, 1f)); } else if (boostInput.Up()) { engines.SetBoostThrottleValues(Vector3.zero); } engines.SetRotationThrottleValues(new Vector3(pitch, yaw, roll)); }
// Update is called once per frame protected override void InputUpdate() { // Moving float horizontal = strafeHorizontalAxisInput.FloatValue(); float vertical = walkForwardBackwardAxisInput.FloatValue(); characterController.SetMovementInputs(horizontal, 0, vertical); // Jumping if (jumpInput.Down()) { characterController.Jump(); } #if !MOBILE_INPUT characterController.SetRunning(runInput.Pressed()); #endif }
// Called every frame if the conditions for the General Input class are satisfied. protected override void InputUpdate() { base.InputUpdate(); if (openMenuInput.Down()) { // Check the focused game agent exists if (GameAgentManager.Instance.FocusedGameAgent != null) { // Check the focused game agent is in a vehicle if (GameAgentManager.Instance.FocusedGameAgent.IsInVehicle) { // Check the focused game agent is in a vehicle with a Power component if (GameAgentManager.Instance.FocusedGameAgent.Vehicle.GetComponent <Power>() != null) { // Enter the game state GameStateManager.Instance.EnterGameState(targetGameState); } } } } }
protected override void InputUpdate() { if (vehicleCamera != null) { if (cycleViewForwardInput.Down()) { vehicleCamera.CycleCameraView(true); if (cameraGimbal != null) { cameraGimbal.ResetGimbal(); } } else if (cycleViewBackwardInput.Down()) { vehicleCamera.CycleCameraView(false); if (cameraGimbal != null) { cameraGimbal.ResetGimbal(); } } } if (vehicleCamera.HasCameraViewTarget && vehicleCamera.SelectedCameraViewTarget.CameraView == VehicleCameraView.Interior) { if (cameraGimbal != null) { if (enableLookAroundInput.Pressed()) { // Look around cameraGimbal.Rotate(new Vector2(cameraGimbalRotationSpeed * horizontalRotationAxisInput.FloatValue(), cameraGimbalRotationSpeed * -verticalRotationAxisInput.FloatValue())); } if (enableLookAroundInput.Up()) { cameraGimbal.ResetGimbal(); } } } }
protected override void InputUpdate() { // Cycle camera view if (cameraEntity != null) { if (cycleViewForwardInput.Down()) { cameraEntity.CycleCameraView(true); } else if (cycleViewBackwardInput.Down()) { cameraEntity.CycleCameraView(false); } } // Select camera view for (int i = 0; i < cameraViewInputs.Count; ++i) { if (cameraViewInputs[i].input.Down()) { cameraEntity.SetView(cameraViewInputs[i].view); } } // Free look mode if (cameraGimbalController != null) { if (freeLookModeInput.Pressed()) { cameraGimbalController.Rotate(lookHorizontalInput.FloatValue() * freeLookSpeed, -lookVerticalInput.FloatValue() * freeLookSpeed); } else if (freeLookModeInput.Up()) { cameraGimbalController.ResetGimbal(true); } } }
public virtual void ProcessEvents() { switch (customInput.inputType) { case CustomInputType.Axis: onInputAxis.Invoke(customInput.FloatValue()); break; default: if (customInput.Down()) { onInputDown.Invoke(); } if (customInput.Up()) { onInputUp.Invoke(); } break; } }