public void SwitchContextToBattle(NodeAddedEvent evt, AimingIdleStateNode weapon, [JoinAll] SingleNode <BattleHUDESMComponent> battleHUD)
 {
     InputManager.DeactivateContext(ShaftAimingContexts.AIMING_TARGETING);
     InputManager.ClearActions();
     InputManager.ActivateContext(BasicContexts.BATTLE_CONTEXT);
     battleHUD.component.Esm.ChangeState <BattleHUDStates.ActionsState>();
 }
Esempio n. 2
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 public void CheckMouseState(NodeAddedEvent e, SelfBattleUser selfBattleUser, SingleNode <BattleActionsStateComponent> battleActionsState, Optional <SingleNode <SpectatorCameraComponent> > spectator)
 {
     if (spectator.IsPresent())
     {
         InputManager.DeactivateContext(BasicContexts.MOUSE_CONTEXT);
     }
     else if (selfBattleUser.mouseControlStateHolder.MouseControlAllowed && !InputManager.CheckAction(BattleActions.SHOW_SCORE))
     {
         InputManager.ActivateContext(BasicContexts.MOUSE_CONTEXT);
     }
 }
Esempio n. 3
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 public void CheckMouseState(CheckMouseEvent e, SelfBattleUser selfBattleUser, Optional <SingleNode <SpectatorCameraComponent> > spectator)
 {
     if (spectator.IsPresent())
     {
         InputManager.DeactivateContext(BasicContexts.MOUSE_CONTEXT);
     }
     else if (selfBattleUser.mouseControlStateHolder.MouseControlAllowed)
     {
         InputManager.ActivateContext(BasicContexts.MOUSE_CONTEXT);
     }
 }
Esempio n. 4
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        protected override void Activate()
        {
            string key = "DefaultInputsLoaded";

            if (PlayerPrefs.HasKey(key))
            {
                this.LoadInputActions();
            }
            else
            {
                this.LoadDefaultInputActions();
                PlayerPrefs.SetInt(key, 1);
            }
            InputManager.ActivateContext(BasicContexts.BATTLE_CONTEXT);
            base.gameObject.AddComponent <InputBehaviour>();
        }
Esempio n. 5
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 private void SwitchContextToChat()
 {
     InputManager.DeactivateContext(BasicContexts.BATTLE_CONTEXT);
     InputManager.ActivateContext(BattleChatContexts.BATTLE_CHAT);
     InputManager.DeactivateContext(BasicContexts.MOUSE_CONTEXT);
 }
 public void ActivateBattleChatContext(PointEnterToBattleChatScrollViewEvent e, BattleChatSpectatorNotPressedOutOfFocusNode battleChatSpectator)
 {
     InputManager.ActivateContext(BattleChatContexts.BATTLE_CHAT);
     battleChatSpectator.Entity.AddComponent <BattleChatInFocusComponent>();
 }