Beispiel #1
0
        public static EventfulUnityInputDevice GetDevice()
        {
            if (_device != null)
            {
                return(_device);
            }

            if (_inputManager == null)
            {
                _inputManager = Services.Get <IGameInputManager>();
                if (_inputManager != null)
                {
                    _inputManager.ServiceUnregistered += (s, e) =>
                    {
                        _inputManager = null;
                        _device       = null;
                    };
                }
                else
                {
                    return(null);
                }
            }

            _device = new EventfulUnityInputDevice();
            _inputManager.Add(INPUT_ID, _device);
            return(_device);
        }
Beispiel #2
0
 private void Start()
 {
     if (_manager == null)
     {
         _manager = ServiceLocator.Instance.GetService <IGameInputManager>();
     }
 }
Beispiel #3
0
 public void Init(IGameInputManager editorInputManager, EntityParent theOwner)
 {
     if (RuntimePlatform.WindowsEditor == Application.platform)
     {
         this.m_inputManager = editorInputManager;
     }
     if (this.m_inputManager != null)
     {
         this.m_inputManager.Init(theOwner);
     }
 }
Beispiel #4
0
 void Inject(
     ITilemapView tilemapView,
     ICameraView cameraView,
     IGameInputManager inputManager,
     IPlaceTileUseCase mapPlaceUseCase,
     ITileSelectView tileSelectView)
 {
     _tilemapView     = tilemapView;
     _cameraView      = cameraView;
     _inputManager    = inputManager;
     _tileSelectView  = tileSelectView;
     _mapPlaceUseCase = mapPlaceUseCase;
     _model           = new GameInputModel();
 }
Beispiel #5
0
        protected override void Init()
        {
            _map = _locator.GetService <IHexMap>();
            _im  = _locator.GetService <IGameInputManager>();
            _gem = _locator.GetService <IEntityManager>();

            _config = JsonConvert.DeserializeObject <GameConfiguration>(configFile.text);
            _seed   = 0;

            _input = new InputStateMachine();
            _input.SetState(new SpectateInputState(_input));

            _im.RegisterProcessor(_input);

            //ChanceTest();

            Generate();
        }