David Wallace
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Chapter 6: RNA input synthesis
These last two methods use input to create vectors.
public class KeyVectorTest : TestBase
{
List<Keys> keys = new List<Keys>();
InputService input;
public override bool Test(BehaviorArgs args)
{
var forekey = (input.IsDown(keys[0]) ? 1 : 0);
var backkey = (input.IsDown(keys[1]) ? 1 : 0);
var leftkey = (input.IsDown(keys[2]) ? 1 : 0);
var rightkey = (input.IsDown(keys[3]) ? 1 : 0);
args.Position = new Vector3(forekey - backkey, rightkey - leftkey, 0);
return args.Position.Length() > 0;
}
Left and right here are relative to the direction the character is pointing.
public KeyVectorTest(InputService gi, Keys[] data)
{
input = gi;
keys = data.ToList();
}
public static TestBase Build(ContentService service, string source)
{
var ginput = service.Serve<InputService>();
if (ginput == null) return null;
var sources = source.Split(',');
if (sources.Length < 4) return null;
Keys key;
Keys[] keys = new Keys[4];
for (int i = 0; i < 4; i++)
{
if (!Enum.TryParse<Keys>(sources[i], out key))
throw new InvalidCastException("Invalid key " + sources[i]);
keys[i] = key;
}
return new KeyVectorTest(ginput, keys);
}
}
The idea here is to allow four keys to represent directions and build a vector from them. The script could implement this as KeyVector(W,A,S,D), for example.
The gamepad is not so simple, however.
public class PadVectorTest : TestBase
{
string type;
InputService input;
public override bool Test(BehaviorArgs args)
{
args.Position = new Vector3(input.Vector(type), 0);
return args.Position.Length() > 0;
}
public PadVectorTest(InputService gi, string data)
{
input = gi;
type = data;
}
public static TestBase Build(ContentService service, string source)
{
var ginput = service.Serve<InputService>();
if (ginput == null) return null;
return new PadVectorTest(ginput, source);
}
}
The test seems straightforward, but I had to add a method to the InputService behind the scenes to support it.
public Vector2 Vector(string target)
{
if (!pad[me].IsConnected) return Vector2.Zero;
switch (target)
{
case "Dpad":
Vector2 dir = Vector2.Zero;
if (pad[me].DPad.Left == ButtonState.Pressed)
dir -= Vector2.UnitX;
if (pad[me].DPad.Right == ButtonState.Pressed)
dir += Vector2.UnitX;
if (pad[me].DPad.Up == ButtonState.Pressed)
dir -= Vector2.UnitY;
if (pad[me].DPad.Down == ButtonState.Pressed)
dir += Vector2.UnitY;
if (dir.Length() > 1) dir.Normalize();
return dir;
case "LeftThumb":
return pad[me].ThumbSticks.Left;
case "RightThumb":
return pad[me].ThumbSticks.Right;
case "Trigger":
return new Vector2(
pad[me].Triggers.Left,
pad[me].Triggers.Right);
default:
return Vector2.Zero;
}
}
Note that BehaviorArgs.Position contains the resulting vector, passing it in turn to the action that supports it.