public override void OnInputActionForStarted(InputActionUIEnum inputType, UnityEngine.InputSystem.InputAction.CallbackContext callback) { base.OnInputActionForStarted(inputType, callback); if (inputType == InputActionUIEnum.ESC) { OnClickForClose(); } }
/// <summary> /// 获取UI数据 /// </summary> /// <param name="name"></param> /// <returns></returns> public InputAction GetInputUIData(InputActionUIEnum name) { if (dicInputUI.TryGetValue(name, out InputAction value)) { return(value); } return(null); }
public override void OnInputActionForStarted(InputActionUIEnum inputType, UnityEngine.InputSystem.InputAction.CallbackContext callback) { base.OnInputActionForStarted(inputType, callback); switch (inputType) { case InputActionUIEnum.F12: case InputActionUIEnum.ESC: HandleForBackMain(); break; } }
/// <summary> /// 注销所有输入事件 /// </summary> public virtual void UnRegisterInputAction() { Dictionary <InputActionUIEnum, InputAction> dicUIData = InputHandler.Instance.manager.dicInputUI; foreach (var itemData in dicUIData) { InputActionUIEnum itemKey = itemData.Key; InputAction itemValue = itemData.Value; itemValue.started -= CallBackForInputActionStarted; } }
/// <summary> /// 按钮输入监听 /// </summary> /// <param name="inputType"></param> public override void OnInputActionForStarted(InputActionUIEnum inputType, UnityEngine.InputSystem.InputAction.CallbackContext callback) { base.OnInputActionForStarted(inputType, callback); switch (inputType) { //滚轮滑动 case InputActionUIEnum.ScrollWheel: Vector2 scrollSize = callback.ReadValue <Vector2>(); ScrollContentSize(scrollSize.normalized); break; } }
public override void OnInputActionForStarted(InputActionUIEnum inputName, CallbackContext callback) { base.OnInputActionForStarted(inputName, callback); switch (inputName) { case InputActionUIEnum.F12: OpenGodMain(); break; case InputActionUIEnum.ESC: OpenSettingUI(); break; case InputActionUIEnum.B: OpenUserDetailsUI(); break; case InputActionUIEnum.T: OpenBookUI(); break; } }
public virtual void OnInputActionForStarted(InputActionUIEnum inputType, CallbackContext callback) { }
public override void OnInputActionForStarted(InputActionUIEnum inputType, UnityEngine.InputSystem.InputAction.CallbackContext callback) { base.OnInputActionForStarted(inputType, callback); UserDataBean userData = GameDataHandler.Instance.manager.GetUserData(); int indexForShortcutsBefore = userData.indexForShortcuts; int indexForShortcuts; bool isRefreshUI = true; switch (inputType) { case InputActionUIEnum.N0: indexForShortcuts = 9; break; case InputActionUIEnum.N1: indexForShortcuts = 0; break; case InputActionUIEnum.N2: indexForShortcuts = 1; break; case InputActionUIEnum.N3: indexForShortcuts = 2; break; case InputActionUIEnum.N4: indexForShortcuts = 3; break; case InputActionUIEnum.N5: indexForShortcuts = 4; break; case InputActionUIEnum.N6: indexForShortcuts = 5; break; case InputActionUIEnum.N7: indexForShortcuts = 6; break; case InputActionUIEnum.N8: indexForShortcuts = 7; break; case InputActionUIEnum.N9: indexForShortcuts = 8; break; case InputActionUIEnum.NAdd: indexForShortcuts = userData.indexForShortcuts + 1; break; case InputActionUIEnum.NSub: indexForShortcuts = userData.indexForShortcuts - 1; break; default: return; } //如果没有改变 则不处理 if (indexForShortcutsBefore == indexForShortcuts) { return; } if (indexForShortcuts > 9) { indexForShortcuts = 0; } else if (indexForShortcuts < 0) { indexForShortcuts = 9; } userData.SetShortcuts(indexForShortcuts); if (isRefreshUI) { RefreshUI(); } }