internal void UpdateKey(MyKeys key, string value, UiInput uiInput) { var keyString = key.ToString(); switch (value) { case "kinetic": Energy = keyString; uiInput.Kinetic = key; break; case "energy": Energy = keyString; uiInput.Energy = key; break; case "action": ActionKey = keyString; uiInput.ActionKey = key; break; case "noshunt": NoShunting = keyString; uiInput.Shunting = key; break; case "left": Left = keyString; uiInput.Left = key; break; case "right": Right = keyString; uiInput.Right = key; break; case "front": Front = keyString; uiInput.Front = key; break; case "back": Back = keyString; uiInput.Back = key; break; case "up": Up = keyString; uiInput.Up = key; break; case "down": Down = keyString; uiInput.Down = key; break; } }
public override void HandleInput() { try { if (HandlesInput && PlayersLoaded) { if (ControlRequest != ControlQuery.None) { UpdateControlKeys(); } UiInput.UpdateInputState(); if (MpActive) { } } } catch (Exception ex) { Log.Line($"Exception in HandleInput: {ex}"); } }
public Session() { UiInput = new UiInput(this); UtilsStatic.UnitSphereRandomOnly(ref LosPointSphere); }