/// <summary> /// Updates the current input mode if necessary /// </summary> /// <param name="mode">New Input Mode</param> public void UpdateInputMode(InputModeEnum mode) { if (this.CurrentInputMode != mode) { this.CurrentInputMode = mode; } }
public KeyMapping(KeyList key, InputModeEnum mode, ActionEnum action, ActionEnum inverseAction = ActionEnum.None) { this.key = key; this.mode = mode; this.action = action; this.inverseAction = inverseAction; }
void OnInputModeChanged(InputModeEnum prevMode, InputModeEnum newMode) { Destroy(_zeldaInputMapping); Type type = null; switch (newMode) { case InputModeEnum.MouseAndKeyboard: type = typeof(ZeldaInputMapping_MouseKeyboard); //_zeldaInputMapping = gameObject.AddComponent<ZeldaInputMapping_MouseKeyboard>(); break; case InputModeEnum.XBOX_Gamepad: type = typeof(ZeldaInputMapping_Xbox); //_zeldaInputMapping = gameObject.AddComponent<ZeldaInputMapping_Xbox>(); break; case InputModeEnum.OculusTouch: type = typeof(ZeldaInputMapping_OculusTouch); //_zeldaInputMapping = gameObject.AddComponent<ZeldaInputMapping_OculusTouch>(); break; default: break; } _zeldaInputMapping = gameObject.AddComponent(type) as ZeldaInputMapping_Base; }
override protected void Awake() { base.Awake(); // TODO //_inputMode = InputModeEnum.OculusTouch; //_zeldaInputMapping = gameObject.AddComponent<ZeldaInputMapping_OculusTouch>(); //_inputMode = InputModeEnum.MouseAndKeyboard; //_zeldaInputMapping = gameObject.AddComponent<ZeldaInputMapping_MouseKeyboard>(); _inputMode = InputModeEnum.XBOX_Gamepad; _zeldaInputMapping = gameObject.AddComponent <ZeldaInputMapping_Xbox>(); }
/// <summary> /// Awake fires when object is instanciated /// </summary> private void Awake() { #region Persistance Pattern if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); #endregion Persistance Pattern this.CurrentInputMode = InputModeEnum.Keyboard; }
public KeyMapping(int key, InputModeEnum mode, ActionEnum action) { this.key = key; this.mode = mode; this.action = action; }