// ----------------- void Update() { bool triggerState = ((this.key != KeyCode.None) ? CF2Input.GetKey(this.key) : false) || (!string.IsNullOrEmpty(this.buttonName) ? CF2Input.GetButton(this.buttonName) : false); for (int i = 0; i < this.gunList.Length; ++i) { Gun g = this.gunList[i]; if (g != null) { g.SetTriggerState(triggerState); } } }
// ------------------ void Update() { bool invokeNow = false; switch (this.eventType) { case EventType.OnPress: invokeNow = CF2Input.GetKeyDown(this.keyCode); break; case EventType.OnRelease: invokeNow = CF2Input.GetKeyUp(this.keyCode); break; case EventType.WhenPressed: invokeNow = CF2Input.GetKey(this.keyCode); break; } if (invokeNow) { this.keyEvent.Invoke(); } }