public void RemoveAxisEventListener(int nPlayerID, int nAxisID , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction , EventOrder eOrder = EventOrder.Normal) { if (!HasPlayerID(nPlayerID) || !HasAxisID(nPlayerID, nAxisID)) { return; } var hAxis = m_lstPlayerInput[nPlayerID].m_arrAxis[nAxisID]; switch (eDirection) { case DirectionType2D.Left: hAxis.m_hLeftEvent?.Remove(eEvent, hAction, eOrder); break; case DirectionType2D.Right: hAxis.m_hRightEvent?.Remove(eEvent, hAction, eOrder); break; case DirectionType2D.Up: hAxis.m_hUpEvent?.Remove(eEvent, hAction, eOrder); break; case DirectionType2D.Down: hAxis.m_hDownEvent?.Remove(eEvent, hAction, eOrder); break; } }
public static DirectionType2D GetAxisEvent(int nPlayerID, AxisEventType eEventType, int nAxisID) { if (!HasBaseInstance()) { return(0); } return(m_hBaseInstance.gameInputData.GetAxisEvent(nPlayerID, eEventType, nAxisID)); }
public static DirectionType2D GetAnyAxisEvent(AxisEventType eEventType) { if (!HasBaseInstance()) { return(0); } return(m_hBaseInstance.gameInputData.GetAnyAxisEvent(eEventType)); }
static void MainRemoveAxisEventListener(int nPlayerID, int nAxisID , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction , EventOrder eOrder = EventOrder.Normal) { if (m_hBaseInstance == null) { return; } m_hBaseInstance.gameInputData .RemoveAxisEventListener(nPlayerID, nAxisID, eDirection, eEvent, hAction, eOrder); }
public void AddAxisEventListener(int nPlayerID, int nAxisID , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction , EventOrder eOrder = EventOrder.Normal) { if (!HasPlayerID(nPlayerID) || !HasAxisID(nPlayerID, nAxisID)) { return; } var hAxis = m_lstPlayerInput[nPlayerID].m_arrAxis[nAxisID]; switch (eDirection) { case DirectionType2D.Left: hAxis.m_hLeftEvent ??= new EventCallback <AxisEventType>(); hAxis.m_hLeftEvent.Add(eEvent, hAction); break; case DirectionType2D.Right: hAxis.m_hRightEvent ??= new EventCallback <AxisEventType>(); hAxis.m_hRightEvent.Add(eEvent, hAction); break; case DirectionType2D.Up: hAxis.m_hUpEvent ??= new EventCallback <AxisEventType>(); hAxis.m_hUpEvent.Add(eEvent, hAction); break; case DirectionType2D.Down: hAxis.m_hDownEvent ??= new EventCallback <AxisEventType>(); hAxis.m_hDownEvent.Add(eEvent, hAction); break; } m_lstPlayerInput[nPlayerID].m_arrAxis[nAxisID] = hAxis; }
/// <summary> /// Constructor of AxisCommand /// </summary> /// <param name="axis">Axis instance</param> /// <param name="axisEvent">Event to check for</param> internal AxisCommand(Axis axis, AxisEventType axisEvent) { _axis = axis; _axisEvent = axisEvent; AssignCheckMethod(); }
/// <summary> /// Adds a new command to check for /// </summary> /// <param name="axisName">Name of the axis associated with the command</param> /// <param name="axisEvent">Event to check for</param> public void CreateCommand(string axisName, AxisEventType axisEvent) { Axis axis = Owner.GetAxis(axisName); AxisCommand command = new AxisCommand(axis, axisEvent); _commands.Add(command); }
public static void RemoveAxisEventListener(int nPlayerID, int nAxisID , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction , EventOrder eOrder) { MainRemoveAxisEventListener(nPlayerID, nAxisID, eDirection, eEvent, hAction, eOrder); }
/// <summary> /// Remove axis event listener from player id 0. /// </summary> /// <param name="nAxisID"></param> /// <param name="eDirection"></param> /// <param name="eEvent"></param> /// <param name="hAction"></param> public static void RemoveAxisEventListener(int nAxisID , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction) { MainRemoveAxisEventListener(0, nAxisID, eDirection, eEvent, hAction); }
public static void AddAxisEventListener(int nPlayerID, int nAxisID , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction) { MainAddAxisEventListener(nPlayerID, nAxisID, eDirection, eEvent, hAction); }
/// <summary> /// Add axis event listener to player id 0. /// </summary> /// <param name="nAxisID"></param> /// <param name="eDirection"></param> /// <param name="eEvent"></param> /// <param name="hAction"></param> /// <param name="eOrder"></param> public static void AddAxisEventListener(int nAxisID , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction , EventOrder eOrder) { MainAddAxisEventListener(0, nAxisID, eDirection, eEvent, hAction, eOrder); }