Esempio n. 1
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 public InputManager(InputConfiguration config, IEngineBehaviour engineBehaviour)
 {
     this.config          = config;
     this.engineBehaviour = engineBehaviour;
     samplersMap          = new Dictionary <string, InputSampler>(System.StringComparer.Ordinal);
     blockingUIs          = new Dictionary <IManagedUI, string[]>();
     blockedSamplers      = new HashSet <string>();
 }
Esempio n. 2
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        /// <param name="config">Input manager configuration asset.</param>
        /// <param name="binding">Binding to trigger input.</param>
        /// <param name="objectTriggers">Objects to trigger input.</param>
        public InputSampler(InputConfiguration config, InputBinding binding, IEnumerable <GameObject> objectTriggers)
        {
            Binding             = binding;
            this.config         = config;
            this.objectTriggers = objectTriggers != null ? new HashSet <GameObject>(objectTriggers) : new HashSet <GameObject>();

            #if ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_AVAILABLE
            if (ObjectUtils.IsValid(config.InputActions))
            {
                inputAction = config.InputActions.FindActionMap("Naninovel")?.FindAction(binding.Name);
            }
            inputAction?.Enable();
            #endif
        }
Esempio n. 3
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 public InputManager(InputConfiguration config)
 {
     Configuration = config;
 }
Esempio n. 4
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 public InputManager(InputConfiguration config, IEngineBehaviour engineBehaviour)
 {
     Configuration        = config;
     this.engineBehaviour = engineBehaviour;
 }