Exemple #1
0
        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;
            }
        }
Exemple #2
0
        public static DirectionType2D GetAxisEvent(int nPlayerID, AxisEventType eEventType, int nAxisID)
        {
            if (!HasBaseInstance())
            {
                return(0);
            }

            return(m_hBaseInstance.gameInputData.GetAxisEvent(nPlayerID, eEventType, nAxisID));
        }
Exemple #3
0
        public static DirectionType2D GetAnyAxisEvent(AxisEventType eEventType)
        {
            if (!HasBaseInstance())
            {
                return(0);
            }

            return(m_hBaseInstance.gameInputData.GetAnyAxisEvent(eEventType));
        }
Exemple #4
0
        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);
        }
Exemple #5
0
        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;
        }
Exemple #6
0
 /// <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();
 }
Exemple #7
0
 /// <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);
 }
Exemple #8
0
 public static void RemoveAxisEventListener(int nPlayerID, int nAxisID
                                            , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction
                                            , EventOrder eOrder)
 {
     MainRemoveAxisEventListener(nPlayerID, nAxisID, eDirection, eEvent, hAction, eOrder);
 }
Exemple #9
0
 /// <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);
 }
Exemple #10
0
 public static void AddAxisEventListener(int nPlayerID, int nAxisID
                                         , DirectionType2D eDirection, AxisEventType eEvent, UnityAction hAction)
 {
     MainAddAxisEventListener(nPlayerID, nAxisID, eDirection, eEvent, hAction);
 }
Exemple #11
0
 /// <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);
 }