/// <summary> /// Manually invokes this bind, raising the Pressed event and invoking the Action associated with it if Handled was false. /// </summary> internal void Invoke(BindState State) { this._State = State; var EventArgs = new BindPressEventArgs() { Action = this._Action, Handled = false, Player = InputManager.Player }; if (State == BindState.Pressed) { if (this.Pressed != null) { this.Pressed(this, EventArgs); } } else if (State == BindState.Released) { if (this.Released != null) { this.Released(this, EventArgs); } } if (!EventArgs.Handled) { this.Action(State); } }
/// <summary> /// Manually invokes this bind, raising the Pressed event and invoking the Action associated with it if Handled was false. /// </summary> internal void Invoke(BindState State) { this._State = State; var EventArgs = new BindPressEventArgs() { Action = this._Action, Handled = false, Player = InputManager.Player }; if(State == BindState.Pressed) { if(this.Pressed != null) this.Pressed(this, EventArgs); } else if(State == BindState.Released) { if(this.Released != null) this.Released(this, EventArgs); } if(!EventArgs.Handled) this.Action(State); }