public static bool GetKey(KEY_ACTION key, bool isGlobal = false) { if (!InputManager.bActive || InputManager.s_lockThisFrame) { return(false); } if (InputManager.GameKeyList[key].HasCode) { bool key2; if (isGlobal) { key2 = Input.GetKey(InputManager.GameKeyList[key].Code); } else { key2 = Input.GetKey(InputManager.GameKeyList[key].Code); } return(key2); } if (InputManager.GameKeyList[key].HasAxis) { bool axisActive; if (isGlobal) { axisActive = InputManager.GameKeyList[key].AxisActive; } else { axisActive = InputManager.GameKeyList[key].AxisActive; } return(axisActive); } return(false); }
/// <summary> /// 入力用メソッド /// </summary> /// <param name="keyaction">キーアクション</param> /// <param name="keycode">キーコード</param> /// <param name="func">実行するメソッド(可変)</param> static public bool InputAction(KEY_ACTION keyaction, KeyCode keycode, params Func[] func) { //キーアクションを選別 switch (keyaction) { //プレス case KEY_ACTION.PRESS: if (Input.GetKey(keycode)) { for (int i = 0; i < func.Length; i++) { func[i](); } return(true); } break; //トリガー case KEY_ACTION.TRIGGER: if (Input.GetKeyDown(keycode)) { for (int i = 0; i < func.Length; i++) { func[i](); } return(true); } break; //リリース case KEY_ACTION.RELEASE: if (Input.GetKeyUp(keycode)) { for (int i = 0; i < func.Length; i++) { func[i](); } return(true); } break; } return(false); }
internal static void InputAction(KEY_ACTION pRESS, KeyCode d, object v) { throw new NotImplementedException(); }