/// <summary> /// 获取inputKeyDic列表中某个按键状态 /// </summary> /// <param name="inputKeyCode"></param> /// <returns></returns> public InputKeyState GetKeyCurrentState(InputKeyCode inputKeyCode) { InputKeyState inputKeyState; inputKeyDic.TryGetValue(inputKeyCode, out inputKeyState); return(inputKeyState); }
///API-No.112 /// <summary> /// 给Head发送一个按键,注意,发送按键至少需发送一个Down,然后再发送一个Up,此API模拟按键按下动作 /// </summary> /// <param name="inputKeyCode">具体按键</param> /// <param name="inputKeyState">按键的状态</param> public static void HeadAddKey(InputKeyCode inputKeyCode, InputKeyState inputKeyState) { if (Head) { Head.inputDataBase.InputDataAddKey(inputKeyCode, inputKeyState); } }
IEnumerator AddKey(InputKeyCode keycode, InputKeyState state, SCPointEventData scData, float time) { yield return(new WaitForSeconds(time)); scData.inputDevicePartBase.inputDataBase.inputKeys.InputDataAddKey(keycode, state); isAddKeyFinish = true; }
///API-No.108 /// <summary> /// Head某个按键是否按下,当前帧有效,下帧复位,参考Input.GetKeyDown /// </summary> /// <param name="inputKeyCode">具体按键,Head支持Enter/Back</param> /// <returns></returns> public static bool IsHeadKeyDown(InputKeyCode inputKeyCode) { if (Head) { return(Head.inputDataHead.inputKeys.GetKeyDown(inputKeyCode)); } return(false); }
///API-No.109 /// <summary> /// Head某个按键是否按下后松开,当前帧有效,下帧复位,参考Input.GetKeyUp /// </summary> /// <param name="inputKeyCode">具体按键,Head支持Enter/Back</param> /// <returns></returns> public static bool IsHeadKeyUp(InputKeyCode inputKeyCode) { if (Head) { return(Head.inputDataBase.GetKeyUp(inputKeyCode)); } return(false); }
///API-No.111 /// <summary> /// Head某个按键的实时状态,参考Input.GetKey /// </summary> /// <param name="inputKeyCode">具体按键,Head支持Enter/Back</param> /// <returns></returns> public static InputKeyState HeadKeyCurrentState(InputKeyCode inputKeyCode) { if (Head) { return(Head.inputDataBase.GetKeyCurrentState(inputKeyCode)); } return(InputKeyState.Null); }
public virtual void onUp(InputKeyCode keyCode) { // ApplyMaterialToAllRenderers(boxDisplay, boxMaterial); ShowBoxEdit(); tw.Kill(false); // InputDeviceEventBase.anyKeyUpDelegate -= onUp; isMove = false; }
protected override void partAnyKeyDownDelegate(InputKeyCode keyCode, InputDevicePartBase part) { base.partAnyKeyDownDelegate(keyCode, part); try { GetComponent <MeshRenderer>().material.color = new Color(UnityEngine.Random.Range(0, 1f), UnityEngine.Random.Range(0, 1f), UnityEngine.Random.Range(0, 1f)); } catch (Exception e) { Debug.Log(e); } }
public virtual void InvokeButtonActions() { Assert.IsNotNull(_sourceButton, "Source Button is NULL"); Assert.IsNotNull(_sourceButton.onClick, "Source Button -> 'onClick' field is NULL"); _sourceButton.onClick.Invoke(); Debug.LogFormat("Trigger '{0}' -> '{1}' action on button '{2}'", InputTrigger, InputButtonName ?? InputKeyCode.ToString(), _sourceButton); }
///API-No.212 /// <summary> /// GTLeft/GTRight发送一个按键,注意,发送按键至少需发送一个Down,然后再发送一个Up,此API模拟按键按下动作 /// </summary> /// <param name="inputKeyCode">具体按键</param> /// <param name="inputKeyState">按键的状态</param> public static void GTKeyAddKey(InputKeyCode inputKeyCode, InputKeyState inputKeyState, GestureType type = GestureType.Right) { if (GTLeft && type == GestureType.Left) { GTLeft.inputDataBase.InputDataAddKey(inputKeyCode, inputKeyState); } else if (GTRight && type == GestureType.Right) { GTRight.inputDataBase.InputDataAddKey(inputKeyCode, inputKeyState); } }
///API-No.166 /// <summary> /// BTRight/BTLeft发送一个按键,注意,发送按键至少需发送一个Down,然后再发送一个Up,此API模拟按键按下动作 /// </summary> /// <param name="inputKeyCode">具体按键</param> /// <param name="inputKeyState">按键的状态</param> public static void BTKeyAddKey(InputKeyCode inputKeyCode, InputKeyState inputKeyState, BTType type = BTType.Right) { if (BTRight && type == BTType.Right) { BTRight.inputDataBT3Dof.inputKeys.InputDataAddKey(inputKeyCode, inputKeyState); } else if (BTLeft && type == BTType.Left) { BTLeft.inputDataBT3Dof.inputKeys.InputDataAddKey(inputKeyCode, inputKeyState); } }
/// <summary> /// 获取inputKeyPressDic列表中的某个按键状态 /// </summary> /// <param name="inputKeyCode"> 按键KeyCode </param> /// <returns></returns> public bool GetKeyUp(InputKeyCode inputKeyCode) { InputKeyState inputKeyState; inputKeyPressDic.TryGetValue(inputKeyCode, out inputKeyState); if (inputKeyState == InputKeyState.UP) { return(true); } return(false); }
///API-No.262 /// <summary> /// GGTLeft/GGTRight发送一个按键,注意,发送按键至少需发送一个Down,然后再发送一个Up,此API模拟按键按下动作 /// </summary> /// <param name="inputKeyCode">具体按键</param> /// <param name="inputKeyState">按键的状态</param> public static void GGTKeyAddKey(InputKeyCode inputKeyCode, InputKeyState inputKeyState, GGestureType type = GGestureType.Right) { if (GGTLeft && type == GGestureType.Left) { GGTLeft.inputDataGGT26Dof.inputKeys.InputDataAddKey(inputKeyCode, inputKeyState); } else if (GGTRight && type == GGestureType.Right) { GGTRight.inputDataGGT26Dof.inputKeys.InputDataAddKey(inputKeyCode, inputKeyState); } }
///API-No.165 /// <summary> /// BTRight/BTLeft某个按键的实时状态,参考Input.GetKey /// </summary> /// <param name="inputKeyCode">具体按键,BTRight/BTLeft支持Enter/Back/Function</param> /// <returns></returns> public static InputKeyState BTKeyCurrentState(InputKeyCode inputKeyCode, BTType type = BTType.Right) { if (BTRight && type == BTType.Right) { return(BTRight.inputDataBT3Dof.inputKeys.GetKeyCurrentState(inputKeyCode)); } else if (BTLeft && type == BTType.Left) { return(BTLeft.inputDataBT3Dof.inputKeys.GetKeyCurrentState(inputKeyCode)); } return(InputKeyState.Null); }
///API-No.163 /// <summary> /// BTRight/BTLeft某个按键是否按下后松开,当前帧有效,下帧复位,参考Input.GetKeyUp /// </summary> /// <param name="inputKeyCode">具体按键,BTRight/BTLeft支持Enter/Back/Function</param> /// <returns></returns> public static bool IsBTKeyUp(InputKeyCode inputKeyCode, BTType type = BTType.Right) { if (BTRight && type == BTType.Right) { return(BTRight.inputDataBT3Dof.inputKeys.GetKeyUp(inputKeyCode)); } else if (BTLeft && type == BTType.Left) { return(BTLeft.inputDataBT3Dof.inputKeys.GetKeyUp(inputKeyCode)); } return(false); }
///API-No.208 /// <summary> /// GTLeft/GTRight某个按键是否按下,当前帧有效,下帧复位,参考Input.GetKeyDown /// </summary> /// <param name="inputKeyCode">具体按键,GTLeft/GTRight支持Enter/Back/Function</param> /// <returns></returns> public static bool IsGTKeyDown(InputKeyCode inputKeyCode, GestureType type = GestureType.Right) { if (GTLeft && type == GestureType.Left) { return(GTLeft.inputDataBase.GetKeyDown(inputKeyCode)); } else if (GTRight && type == GestureType.Right) { return(GTRight.inputDataBase.GetKeyDown(inputKeyCode)); } return(false); }
///API-No.210 /// <summary> /// GTLeft/GTRight某个按键的状态信息,当前帧有效,下帧复位 /// </summary> /// <param name="inputKeyCode">具体按键,GTLeft/GTRight支持Enter/Back/Function</param> /// <returns></returns> public static InputKeyState GTKeyState(InputKeyCode inputKeyCode, GestureType type = GestureType.Right) { if (GTLeft && type == GestureType.Left) { return(GTLeft.inputDataBase.GetKeyState(inputKeyCode)); } else if (GTRight && type == GestureType.Right) { return(GTRight.inputDataBase.GetKeyState(inputKeyCode)); } return(InputKeyState.Null); }
///API-No.259 /// <summary> /// GGTLeft/GGTRight某个按键是否按下后松开,当前帧有效,下帧复位,参考Input.GetKeyUp /// </summary> /// <param name="inputKeyCode">具体按键,GGTLeft/GGTRight支持Enter/Back/Function</param> /// <returns></returns> public static bool IsGGTKeyUp(InputKeyCode inputKeyCode, GGestureType type = GGestureType.Right) { if (GGTLeft && type == GGestureType.Left) { return(GGTLeft.inputDataGGT26Dof.inputKeys.GetKeyUp(inputKeyCode)); } else if (GGTRight && type == GGestureType.Right) { return(GGTRight.inputDataGGT26Dof.inputKeys.GetKeyUp(inputKeyCode)); } return(false); }
///API-No.261 /// <summary> /// GGTLeft/GGTRight某个按键的实时状态,参考Input.GetKey /// </summary> /// <param name="inputKeyCode">具体按键,GGTLeft/GGTRight支持Enter/Back/Function</param> /// <returns></returns> public static InputKeyState GGTKeyCurrentState(InputKeyCode inputKeyCode, GGestureType type = GGestureType.Right) { if (GGTLeft && type == GGestureType.Left) { return(GGTLeft.inputDataGGT26Dof.inputKeys.GetKeyCurrentState(inputKeyCode)); } else if (GGTRight && type == GGestureType.Right) { return(GGTRight.inputDataGGT26Dof.inputKeys.GetKeyCurrentState(inputKeyCode)); } return(InputKeyState.Null); }
/// <summary> /// 向inputKeyDic列表增加按键信息 /// </summary> /// <param name="inputKeyCode"> 按键KeyCode</param> /// <param name="inputKeyState"> 按键状态 </param> public void InputDataAddKey(InputKeyCode inputKeyCode, InputKeyState inputKeyState) { lock (inputKeyDic) { DebugMy.Log("InputDataAddKey: " + inputKeyCode + "=" + inputKeyState, this); if (!inputKeyDic.ContainsKey(inputKeyCode)) { inputKeyDic.Add(inputKeyCode, InputKeyState.Null); } inputKeyDic[inputKeyCode] = inputKeyState; //UpdateKeyEvent(); } }
protected override void partAnyKeyDownDelegate(InputKeyCode keyCode, InputDevicePartBase part) { base.partAnyKeyDownDelegate(keyCode, part); if (keyCode != InputKeyCode.Back) { return; } if (BackKeyCallBack != null) { BackKeyCallBack(); } }
public static void KeyLongDelegateInvoke(InputKeyCode keyCode, InputDevicePartBase inputDevicePart) { AnyKeyLongDelegate?.Invoke(keyCode, inputDevicePart); }