void CheckKeyboardInput() { if (!UIManager.IsInputFocus && GameData.IsInGame && CustomNetworkManager.Instance.IsClientConnected()) { // Perform escape key action if (CommonInput.GetKeyDown(KeyCode.Escape)) { EscapeKeyTarget.HandleEscapeKey(); } // Perform the checks for all key actions which have functions defined here foreach (KeyValuePair <KeyAction, DualKeyCombo> entry in keybindManager.userKeybinds) { if (!keyActionFunctions.ContainsKey(entry.Key)) { continue; } if (CheckComboEvent(entry.Value.PrimaryCombo) || CheckComboEvent(entry.Value.SecondaryCombo)) { // Call the function associated with the KeyAction enum keyActionFunctions[entry.Key](); } } } }
void Awake() { layerMask = LayerMask.GetMask("Furniture", "Machines", "Unshootable Machines", "Items", "Objects"); escapeKeyTarget = GetComponent <EscapeKeyTarget>(); lightingSystem = Camera.main.GetComponent <LightingSystem>(); ToState(State.SELECTING); }
/// <summary> /// Handles escape key presses. Will close the most recently opened EscapeKeyTarget or will open the main menu if there are none. /// </summary> public static void HandleEscapeKey() { if (Targets.Count > 0) { EscapeKeyTarget escapeKeyTarget = Targets.Last.Value; escapeKeyTarget.OnEscapeKey.Invoke(); if (escapeKeyTarget.DisableOnEscape) { GUI_IngameMenu.Instance.CloseMenuPanel(escapeKeyTarget.gameObject); } } else { GUI_IngameMenu.Instance.OpenMenuPanel(GUI_IngameMenu.Instance.mainIngameMenu); } }
void CheckKeyboardInput() { if (!UIManager.IsInputFocus) { // Perform escape key action if (CommonInput.GetKeyDown(KeyCode.Escape)) { EscapeKeyTarget.HandleEscapeKey(); } // Only check for keyboard input once in-game if (GameData.IsInGame && Mirror.NetworkClient.active) { CheckInGameKeybinds(); } } }
void CheckKeyboardInput() { if (!UIManager.IsInputFocus) { // Perform escape key action if (CommonInput.GetKeyDown(KeyCode.Escape)) { EscapeKeyTarget.HandleEscapeKey(); } // Only check for keyboard input once in-game if (GameData.IsInGame && CustomNetworkManager.Instance.IsClientConnected()) { CheckInGameKeybinds(); } } }
/// <summary> /// Handles escape key presses. Will close the most recently opened EscapeKeyTarget or will open the main menu if there are none. /// </summary> public static void HandleEscapeKey() { if (Targets.Count > 0) { EscapeKeyTarget escapeKeyTarget = Targets.Last.Value; escapeKeyTarget.OnEscapeKey.Invoke(); if (escapeKeyTarget.DisableOnEscape) { // Close the escape key target at the top of the stack GUI_IngameMenu.Instance.CloseMenuPanel(escapeKeyTarget.gameObject); } } else if (GameData.IsInGame) { // Player is in-game and no escape key targets on the stack, so open the in-game menu GUI_IngameMenu.Instance.OpenMenuPanel(); } }
void CheckKeyboardInput() { if (!UIManager.IsInputFocus && GameData.IsInGame && CustomNetworkManager.Instance.IsClientConnected()) { // Perform escape key action if (CommonInput.GetKeyDown(KeyCode.Escape)) { if (EscapeKeyTarget.TargetStack.Count > 0) { EscapeKeyTarget escapeKeyTarget = EscapeKeyTarget.TargetStack.Peek().GetComponent <EscapeKeyTarget>(); escapeKeyTarget.OnEscapeKey.Invoke(); if (escapeKeyTarget.DisableOnEscape) { GUI_IngameMenu.Instance.CloseMenuPanel(EscapeKeyTarget.TargetStack.Peek()); } } else { GUI_IngameMenu.Instance.OpenMenuPanel(GUI_IngameMenu.Instance.mainIngameMenu); } } // Perform the checks for all key actions which have functions defined here foreach (KeyValuePair <KeyAction, DualKeyCombo> entry in keybindManager.userKeybinds) { if (!keyActionFunctions.ContainsKey(entry.Key)) { continue; } if (CheckComboEvent(entry.Value.PrimaryCombo) || CheckComboEvent(entry.Value.SecondaryCombo)) { // Call the function associated with the KeyAction enum keyActionFunctions[entry.Key](); } } } }
private void OnEnable() { escapeKeyTarget = GetComponent <EscapeKeyTarget>(); lightingSystem = Camera.main.GetComponent <LightingSystem>(); }
private void OnEnable() { escapeKeyTarget = GetComponent <EscapeKeyTarget>(); lightingSystem = Camera.main.GetComponent <LightingSystem>(); UpdateManager.Add(CallbackType.UPDATE, UpdateMe); }
void Awake() { escapeKeyTarget = GetComponent <EscapeKeyTarget>(); lightingSystem = Camera.main.GetComponent <LightingSystem>(); ToState(State.SELECTING); }