本文整理汇总了C#中InputDevice类的典型用法代码示例。如果您正苦于以下问题:C# InputDevice类的具体用法?C# InputDevice怎么用?C# InputDevice使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
InputDevice类属于命名空间,在下文中一共展示了InputDevice类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GetInput
// Update is called once per frame
void GetInput(InputDevice inputDevice)
{
if(inputDevice.MenuWasPressed)
{
Application.LoadLevel(1);
}
}
示例2: Editor
public Editor(InputDevice input)
{
this.input = input;
player = new Player(input);
player.position.Y = 0.0f;
player.position.Z = 15.0f;
camera = new FirstPersonCamera(player);
camera.width = Application.WIDTH;
camera.height = Application.HEIGHT;
camera.near = 0.1f;
camera.far = 500;
camera.fov = 1.1f;
depth_values = new float[]{ 0, -150, -400};
curr_depth_index = 0;
cursor = new Cursor(6);
cursor.color = Color.Gray;
level = new Level();
asset_list = new List<object>();
asset_list.Add(Resources.box_model);
asset_list.Add(Resources.rock_model);
asset_list.Add(Resources.seaurchin_model);
asset_list.Add(Resources.ray_texture);
asset_list.Add(Resources.starfish_model);
instance = this;
}
示例3: GetAxisRawForPlayer
public static float GetAxisRawForPlayer(string axisName, int playerIndex, InputDevice device)
{
// return Input.GetAxisRaw (ConcatPlayerIndex(axisName, playerIndex, device));
float xbox = Input.GetAxisRaw (ConcatPlayerIndex (axisName, playerIndex, InputDevices.GetAllInputDevices () [(int)InputDevices.ControllerTypes.XBox]));
float keyboard = Input.GetAxisRaw (ConcatPlayerIndex (axisName, playerIndex, InputDevices.GetAllInputDevices () [(int)InputDevices.ControllerTypes.Keyboard]));
return xbox + keyboard;
}
示例4: MonkActions
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);
}
示例5: UpdateCubeWithInputDevice
void UpdateCubeWithInputDevice( InputDevice inputDevice )
{
// Set object material color based on which action is pressed.
if (inputDevice.Action1)
{
cubeRenderer.material.color = Color.green;
}
else
if (inputDevice.Action2)
{
cubeRenderer.material.color = Color.red;
}
else
if (inputDevice.Action3)
{
cubeRenderer.material.color = Color.blue;
}
else
if (inputDevice.Action4)
{
cubeRenderer.material.color = Color.yellow;
}
else
{
cubeRenderer.material.color = Color.white;
}
// Rotate target object with both sticks and d-pad.
transform.Rotate( Vector3.down, 500.0f * Time.deltaTime * inputDevice.Direction.X, Space.World );
transform.Rotate( Vector3.right, 500.0f * Time.deltaTime * inputDevice.Direction.Y, Space.World );
transform.Rotate( Vector3.down, 500.0f * Time.deltaTime * inputDevice.RightStickX, Space.World );
transform.Rotate( Vector3.right, 500.0f * Time.deltaTime * inputDevice.RightStickY, Space.World );
}
示例6: GetButtonUpForPlayer
public static bool GetButtonUpForPlayer(string buttonName, int playerIndex, InputDevice device)
{
// return Input.GetButtonUp (ConcatPlayerIndex (buttonName, playerIndex, device));
bool xbox = Input.GetButtonUp (ConcatPlayerIndex (buttonName, playerIndex, InputDevices.GetAllInputDevices () [(int)InputDevices.ControllerTypes.XBox]));
bool keyboard = Input.GetButtonUp (ConcatPlayerIndex (buttonName, playerIndex, InputDevices.GetAllInputDevices () [(int)InputDevices.ControllerTypes.Keyboard]));
return xbox || keyboard;
}
示例7: CreateButton
Cursor CreateButton( InputDevice inputDevice )
{
if (colorSelectionManagers.Count < maxColorSelectors)
{
// Pop a position off the list. We'll add it back if the player is removed.
//var playerPosition = spawnPoints[0];
//spawnPoints.RemoveAt( 0 );
var gameObject = (GameObject) Instantiate( colorSelectionManagerPrefab, new Vector3(0,0,0), Quaternion.identity );
gameObject.transform.SetParent(GameObject.Find("ColorInputManager").transform);
gameObject.transform.localPosition = new Vector3(0,0,0);
gameObject.transform.localScale = new Vector3(1,1,1);
var buttonManager = gameObject.GetComponent<Cursor>();
buttonManager.device = inputDevice;
buttonManager.liaison = layla;
//scale.c1 = Color.cyan;
//colorSelectionManagers.Add( buttonManager );
// Debug.Log("Adding a new player with device: " + inputDevice);
layla.GetComponent<GameControlLiaison>().CreatePlayer(inputDevice);
return buttonManager;
}
return null;
}
示例8: OnActive
public override void OnActive(double elapsed, InputDevice input)
{
editor.Update(elapsed);
if (input.IsPressed(Buttons.Start))
screenmanager.FadeIn(menu_screen);
}
示例9: checkInputPlayer
//mouvement du player sur les axes x et z
public void checkInputPlayer(InputDevice inputDevice)
{
inputDevice = (InputManager.Devices.Count > playerNum) ? InputManager.Devices[playerNum] : null;
if(inputDevice!=null)
updateWithInControle (inputDevice);
}
示例10: changePlayer
public void changePlayer(InputDevice inputDevice)
{
if (inputDevice.Action4.WasPressed )
{
}
}
示例11: GetInput
// Update is called once per frame
void GetInput(InputDevice inputDevice)
{
if(inputDevice.MenuWasPressed)
{
Join ();
}
if (playerJoined)
{
if(!playerReady)
{
if(inputDevice.Action1)
{
Ready ();
}
if(inputDevice.Action2.WasPressed)
{
Leave ();
}
} else
{
if(inputDevice.Action2.WasPressed)
{
Unready ();
}
}
}
}
示例12: SpaceShip
public SpaceShip(PlayerIndex playerNumber, Vector2 position, float rotation, SpriteSheet spriteSheet, ProjectileSystem projectileSystem, GameSettings settings, ContentManager content)
{
// instantiate the player's number with a player index
m_playerNumber = playerNumber;
if(m_playerNumber == PlayerIndex.One) { m_colour = SpaceShipColour.Red; }
else if(m_playerNumber == PlayerIndex.Two) { m_colour = SpaceShipColour.Blue; }
else if(m_playerNumber == PlayerIndex.Three) { m_colour = SpaceShipColour.Green; }
else if(m_playerNumber == PlayerIndex.Four) { m_colour = SpaceShipColour.Yellow; }
// instantiate the player's input device type
m_inputDevice = settings.getInputDevice(playerNumber);
if(m_inputDevice == InputDevice.Controller1) { m_controllerNumber = PlayerIndex.One; }
else if(m_inputDevice == InputDevice.Controller2) { m_controllerNumber = PlayerIndex.Two; }
else if(m_inputDevice == InputDevice.Controller3) { m_controllerNumber = PlayerIndex.Three; }
else if(m_inputDevice == InputDevice.Controller4) { m_controllerNumber = PlayerIndex.Four; }
else { m_controllerNumber = PlayerIndex.One; }
// instantiate local variables
this.position = position;
this.rotation = rotation;
m_scale = new Vector2(1, 1);
m_maximumVelocity = 5.8f;
m_acceleration = 0.048f;
m_rotationSpeed = 3.1f;
m_settings = settings;
m_spriteSheet = spriteSheet;
m_projectileSystem = projectileSystem;
if(m_spriteSheet == null) { return; }
// initialize sprite / sprite animation arrays
m_idleSprite = new Sprite[3];
m_movingAnimation = new SpriteAnimation[3];
// set the space ship sprite sheet offset based on the space ship colour
int spriteOffset = 0;
if(m_colour == SpaceShipColour.Red) { spriteOffset = 0; }
else if(m_colour == SpaceShipColour.Blue) { spriteOffset = 18; }
else if(m_colour == SpaceShipColour.Green) { spriteOffset = 3; }
else if(m_colour == SpaceShipColour.Yellow) { spriteOffset = 21; }
// load the idle sprites for each colour
for(int i=0;i<3;i++) {
m_idleSprite[i] = m_spriteSheet.getSprite(i + spriteOffset);
}
// create and store the movement animations for each colour
for(int i=0;i<3;i++) {
m_movingAnimation[i] = new SpriteAnimation(0.16f, SpriteAnimationType.Loop);
m_movingAnimation[i].addSprite(m_spriteSheet.getSprite(i + spriteOffset + 6));
m_movingAnimation[i].addSprite(m_spriteSheet.getSprite(i + spriteOffset + 12));
}
m_offset = new Vector2(m_idleSprite[1].xOffset * 0.9f, m_idleSprite[1].yOffset * 0.9f);
m_size = new Vector2(m_offset.X * 2.0f, m_offset.Y * 2.0f);
updateInitialValues();
}
示例13: BindPlayer
public void BindPlayer(int index, InputDevice device)
{
isPlayerBound = true;
PlayerIndex = index;
playerDevice = device;
fighter.SetHuman (true);
}
示例14: Player
public Player(int index, int playerInputLayer, InputDevice inputDevice)
{
m_playerIndex = index;
m_playerInputLayer = playerInputLayer;
m_money = 500;
m_health = 3;
m_device = inputDevice;
}
示例15: Player
public Player(int num, InputDevice d)
{
playerNum = num;
device = d;
ResetElementStats(Element.EARTH);
ResetElementStats(Element.FIRE);
ResetElementStats(Element.WATER);
}