Esempio n. 1
0
 private void Confirm(InputMappingAction.ConflictResolution conflictResolution)
 {
     if (conflictResolution > InputMappingAction.ConflictResolution.Pending)
     {
         if (conflictResolution == InputMappingAction.ConflictResolution.Replace)
         {
             using (IEnumerator <ElementAssignmentConflictInfo> enumerator = ReInput.controllers.conflictChecking.ElementAssignmentConflicts(this._entry.ToElementAssignmentConflictCheck()).GetEnumerator())
             {
                 while (enumerator.MoveNext())
                 {
                     ElementAssignmentConflictInfo info = enumerator.Current;
                     if (this._knownActionMaps.Any((KeyValuePair <ActionElementMap, InputActionButton> m) => m.Key.id == info.elementMapId))
                     {
                         ActionElementMap elementMap = this._knownActionMaps.First((KeyValuePair <ActionElementMap, InputActionButton> m) => m.Key.id == info.elementMapId).Key;
                         UnityEngine.Object.Destroy(this._knownActionMaps[elementMap].gameObject);
                         this._knownActionMaps.Remove(elementMap);
                         InputActionRow key = this._actionRowMappingCount.First((KeyValuePair <InputActionRow, int> r) => r.Key._action.id == elementMap.actionId).Key;
                         Dictionary <InputActionRow, int> actionRowMappingCount;
                         InputActionRow key2;
                         (actionRowMappingCount = this._actionRowMappingCount)[key2 = key] = actionRowMappingCount[key2] - 1;
                     }
                 }
             }
             ReInput.controllers.conflictChecking.RemoveElementAssignmentConflicts(this._entry.ToElementAssignmentConflictCheck());
         }
         if (this._entry.changeType != InputMappingAction.ElementAssignmentChangeType.Add)
         {
             this._entry.controllerMapPrevious.DeleteElementMap(this._entry.actionElementMapId);
             this._entry.controllerMapPrevious = null;
             this._knownActionMaps.Remove(this._entry.uiButton._actionElementMap);
             UnityEngine.Object.Destroy(this._entry.uiButton.gameObject);
             if (this._entry.uiRow)
             {
                 Dictionary <InputActionRow, int> actionRowMappingCount;
                 InputActionRow uiRow;
                 (actionRowMappingCount = this._actionRowMappingCount)[uiRow = this._entry.uiRow] = actionRowMappingCount[uiRow] - 1;
             }
             this._entry.changeType = InputMappingAction.ElementAssignmentChangeType.Add;
         }
         this._entry.ReplaceOrCreateActionElementMap(false);
         if (this._entry.changeType == InputMappingAction.ElementAssignmentChangeType.Add)
         {
             ActionElementMap actionElementMap = this._entry.controllerMap.AllMaps.First((ActionElementMap m) => m.actionId == this._entry.actionId && !this._knownActionMaps.ContainsKey(m));
             bool             showInvert       = this._entry.actionType == InputActionType.Axis && actionElementMap.axisType == AxisType.Normal && this._entry.controllerType != ControllerType.Keyboard;
             this.AddActionAssignmentButton(this._entry.uiRow, Input.player.id, ReInput.mapping.GetAction(this._entry.actionId), actionElementMap.axisContribution, this._entry.controllerMap, false, actionElementMap, showInvert);
             this.HideAddActionMapButton(this._entry.uiRow, this._entry.controllerType);
         }
         this._nextChangeTimer = Time.realtimeSinceStartup + this._interChangeDelay;
         this.InitializeUI(false);
         this.StopPollInput();
     }
 }
Esempio n. 2
0
 private void Confirm(InputMappingAction.ConflictResolution conflictResolution)
 {
     if (conflictResolution > InputMappingAction.ConflictResolution.Pending)
     {
         if (conflictResolution == InputMappingAction.ConflictResolution.Replace)
         {
             foreach (ElementAssignmentConflictInfo info in ReInput.controllers.conflictChecking.ElementAssignmentConflicts(this._entry.ToElementAssignmentConflictCheck()))
             {
                 if (this._knownActionMaps.Any((KeyValuePair <ActionElementMap, InputActionButton> m) => m.Key.id == info.elementMapId))
                 {
                     ActionElementMap elementMap = this._knownActionMaps.First((KeyValuePair <ActionElementMap, InputActionButton> m) => m.Key.id == info.elementMapId).Key;
                     UnityEngine.Object.Destroy(this._knownActionMaps[elementMap].gameObject);
                     this._knownActionMaps.Remove(elementMap);
                     InputActionRow key = this._actionRowMappingCount.First((KeyValuePair <InputActionRow, int> r) => r.Key._action.id == elementMap.actionId).Key;
                     Dictionary <InputActionRow, int> actionRowMappingCount;
                     Dictionary <InputActionRow, int> expr_F3 = actionRowMappingCount = this._actionRowMappingCount;
                     InputActionRow key2;
                     InputActionRow expr_F7 = key2 = key;
                     int            num     = actionRowMappingCount[key2];
                     expr_F3[expr_F7] = num - 1;
                     key._actionGrid.repositionNow = true;
                     this.CheckActionMappingCount(key);
                 }
             }
             ReInput.controllers.conflictChecking.RemoveElementAssignmentConflicts(this._entry.ToElementAssignmentConflictCheck());
         }
         this._entry.ReplaceOrCreateActionElementMap(this._replaceElementMap);
         if (this._entry.changeType == InputMappingAction.ElementAssignmentChangeType.Add)
         {
             ActionElementMap actionElementMap = this._entry.controllerMap.AllMaps.First((ActionElementMap m) => m.actionId == this._entry.actionId && !this._knownActionMaps.ContainsKey(m));
             bool             showInvert       = this._entry.actionType == InputActionType.Axis && actionElementMap.axisType == AxisType.Normal && this._entry.controllerType != ControllerType.Keyboard;
             this.AddActionAssignmentButton(this._entry.uiRow, Input.player.id, ReInput.mapping.GetAction(this._entry.actionId), actionElementMap.axisContribution, this._entry.controllerMap, false, actionElementMap, showInvert);
             this._entry.uiRow._actionGrid.repositionNow = true;
             this.CheckActionMappingCount(this._entry.uiRow);
         }
         else
         {
             this._entry.uiButton._label.text = this._entry.pollingInfo.elementIdentifierName;
         }
         this._selectionScreenTimer.gameObject.SetActive(false);
         this._mappingConflictResolutionKeyLabel.transform.parent.gameObject.SetActive(false);
         this._mappingSystemConflictUI.transform.parent.gameObject.SetActive(false);
         this._nextChangeTimer = Time.realtimeSinceStartup + this._interChangeDelay;
         this.ResetUI();
         this.StopPollInput();
     }
 }