コード例 #1
0
bool CPlayerInput::OnActionMoveForward(EntityId entityId, const ActionId& actionId, int activationMode, float value)
{
	if (CanMove())
	{
		// (jh) release button
		if(activationMode == 2)
		{
			if(!(m_moveButtonState&eMBM_Back))
			{
				// for camera
				m_moveStickUD = 0;
				m_deltaMovement.y = 0;

				if (!(m_moveButtonState&eMBM_Left) && !(m_moveButtonState&eMBM_Right))
					m_actions &= ~ACTION_MOVE;
			}
		}
		else 
		{
			// (jh) this holds the state information
			m_actions |= ACTION_MOVE;
		}

		// (jh) button pressed
		if(CheckMoveButtonStateChanged(eMBM_Forward, activationMode))
		{
			/*
			Vec3 v(0.0, 0.0, 0.0);			
			IAIActor* pAIActor = CastToIAIActorSafe(m_pPlayer->GetEntity()->GetAI());
			pAIActor->SetSpeed(AISPEED_SPRINT);
			IAISignalExtraData* exd = gEnv->pAISystem->CreateSignalExtraData();
			exd->point = v;
			pAIActor->SetSignal(AISIGNAL_DEFAULT, "ACT_GOTO", m_pPlayer->GetEntity(), exd);
			// pAIActor->GoTo()
			*/
						
			if(activationMode != 2)
			{
				ApplyMovement(Vec3(0,value * 2.0f - 1.0f,0));

				// for camera				
				m_moveStickUD = value * 2.0f - 1.0f;
				m_deltaMovement.y = value;
			}

			m_checkZoom = true;
			AdjustMoveButtonState(eMBM_Forward, activationMode);
			
		}
	}

	return false;
}
コード例 #2
0
bool CPlayerInput::OnActionMoveBack(EntityId entityId, const ActionId& actionId, int activationMode, float value)
{
	if (CanMove())
	{
		if(activationMode == 2)
		{
			if(!(m_moveButtonState&eMBM_Forward))
			{
				// for camera
				m_moveStickUD = 0;
				m_deltaMovement.y = 0;

				if (!(m_moveButtonState&eMBM_Left) && !(m_moveButtonState&eMBM_Right))
					m_actions &= ~ACTION_MOVE;
			}
		}
		else
			m_actions |= ACTION_MOVE;

		if(CheckMoveButtonStateChanged(eMBM_Back, activationMode))
		{
			if(activationMode != 2)
			{
				ApplyMovement(Vec3(0,-(value*2.0f - 1.0f),0));

				// for camera
				m_moveStickUD = -(value * 2.0f - 1.0f);
				m_deltaMovement.y = -value;
			}

			if(m_pPlayer->GetActorStats()->inZeroG)
			{
				if(activationMode == 2)
					m_actions &= ~ACTION_ZEROGBACK;
				else
					m_actions |= ACTION_ZEROGBACK;
			}

			m_checkZoom = true;
			AdjustMoveButtonState(eMBM_Back, activationMode);
		}
	}

	return false;
}
コード例 #3
0
bool CPlayerInput::OnActionMoveRight(EntityId entityId, const ActionId& actionId, int activationMode, float value)
{
	if (CanMove())
	{
		if(activationMode == 2)
		{
			if(!(m_moveButtonState&eMBM_Left))
			{
				// for camera
				m_deltaMovement.x = 0;
				m_moveStickLR = 0;

				if (!(m_moveButtonState&eMBM_Back) && !(m_moveButtonState&eMBM_Forward))
					m_actions &= ~ACTION_MOVE;
			}
		}
		else
			m_actions |= ACTION_MOVE;

		if(CheckMoveButtonStateChanged(eMBM_Right, activationMode))
		{
			if(activationMode != 2)
			{
				ApplyMovement(Vec3(value*2.0f - 1.0f,0,0));

				// for camera
				m_deltaMovement.x = value;
				m_moveStickLR = value;
			}

			m_checkZoom = true;
			AdjustMoveButtonState(eMBM_Right, activationMode);
			if(m_pPlayer->m_stats.isOnLadder)
				m_pPlayer->m_stats.ladderAction = CPlayer::eLAT_StrafeRight;
		}
	}

	return false;
}
コード例 #4
0
ファイル: PlayerInput.cpp プロジェクト: Arnm7890/CryGame
bool CPlayerInput::OnActionMoveForward(EntityId entityId, const ActionId& actionId, int activationMode, float value)
{
	if (CanMove())
	{
		if(activationMode == 2)
		{
			if(!(m_moveButtonState&eMBM_Back))
			{
				// for camera
				m_moveStickUD = 0;
				m_deltaMovement.y = 0;

				if (!(m_moveButtonState&eMBM_Left) && !(m_moveButtonState&eMBM_Right))
					m_actions &= ~ACTION_MOVE;
			}
		}
		else 
		{
			m_actions |= ACTION_MOVE;
		}

		if(CheckMoveButtonStateChanged(eMBM_Forward, activationMode))
		{
			if(activationMode != 2)
			{
				ApplyMovement(Vec3(0,value * 2.0f - 1.0f,0));

				// for camera
				m_moveStickUD = value * 2.0f - 1.0f;
				m_deltaMovement.y = value;
			}

			m_checkZoom = true;
			AdjustMoveButtonState(eMBM_Forward, activationMode);
		}
	}

	return false;
}