private bool ValidateInputs(List <LZFighterStateTransition.Input> inputs) { bool result = true; foreach (var input in inputs) { LZFIGHTERINPUTEVENT inputEvent = input.ev; if (fighter.invertHorizontal) { if (inputEvent == LZFIGHTERINPUTEVENT.RIGHT) { inputEvent = LZFIGHTERINPUTEVENT.LEFT; } else if (inputEvent == LZFIGHTERINPUTEVENT.LEFT) { inputEvent = LZFIGHTERINPUTEVENT.RIGHT; } } InputObject inputObject = fighter.controller.GetInput(inputEvent); bool value = false; switch (input.type) { case LZFighterStateTransition.INPUT_TYPE.DOWN: value = inputObject.GetDown(); break; case LZFighterStateTransition.INPUT_TYPE.UP: value = inputObject.GetUp(); break; case LZFighterStateTransition.INPUT_TYPE.VALUE: value = inputObject.Get(); break; default: break; } result &= (input.no)?!value:value; } return(result); }
public bool ValidateInput(LZFighterStateTransition.Input input) { LZFIGHTERINPUTEVENT inputEvent = input.ev; if (invertHorizontal) { if (inputEvent == LZFIGHTERINPUTEVENT.RIGHT) { inputEvent = LZFIGHTERINPUTEVENT.LEFT; } else if (inputEvent == LZFIGHTERINPUTEVENT.LEFT) { inputEvent = LZFIGHTERINPUTEVENT.RIGHT; } } InputObject inputObject = controller.GetInput(inputEvent); bool value = false; switch (input.type) { case LZFighterStateTransition.INPUT_TYPE.DOWN: value = inputObject.GetDown(); break; case LZFighterStateTransition.INPUT_TYPE.UP: value = inputObject.GetUp(); break; case LZFighterStateTransition.INPUT_TYPE.VALUE: value = inputObject.Get(); break; default: break; } return(value); }