/// <summary> /// Inits the handler and adds it to the AllInputHandlers dictionary. /// </summary> /// <param name="handler">Handler to init</param> public void InitNewInputHandler(IInputHandler handler) { if (!AllInputHandlers.ContainsKey(handler.Name)) { handler.Init(); AllInputHandlers.Add(handler.Name, handler); } }
public void Awake() { //_generateTestCase.Run(); _mazeResults = _currentMazeHolder.Results; _cameraManagement.Init(CameraTransform, Camera, _mazeResults.MazeJumper); _inputHandler.Init(_cameraManagement, new InputHandlerOptions { MoveDown = () => { if (_currentLevel > 0) { _currentLevel -= 1; BuildUi(); } }, MoveUp = () => { if (_currentLevel < _mazeResults.MazeJumper.Size.Z - 1) { _currentLevel += 1; BuildUi(); } }, ToggleDeadEnds = () => { if (_uiModeSwitcher.Mode != UiMode.Agent) { _modelStateHelper.SetNextModelState(_mazeResults.MazeJumper); BuildUi(); } }, ReturnToMazeLoading = needsRegenerating => { _mazeNeedsGenerating.Generate = needsRegenerating; _sceneLoader.LoadMazeLoader(); }, ToggleUI = () => { TrySwitch(); } }); BuildUi(); }