コード例 #1
0
 /**
  * <summary>A Constructor in which the unique identifier is explicitly set.</summary>
  * <param name = "_ID">The unique identifier</param>
  */
 public ActiveInput(int _ID)
 {
     inputName       = string.Empty;
     gameState       = GameState.Normal;
     actionListAsset = null;
     enabledOnStart  = true;
     ID            = _ID;
     inputType     = SimulateInputType.Button;
     buttonType    = ActiveInputButtonType.OnButtonDown;
     axisThreshold = 0.2f;
 }
コード例 #2
0
        public void ShowGUI()
        {
            string defaultName = "ActiveInput_" + Label;

            label     = CustomGUILayout.TextField("Label:", label, string.Empty, "An Editor-friendly name");
            inputName = CustomGUILayout.TextField("Input button:", inputName, string.Empty, "The name of the Input button, as defined in the Input Manager");
            inputType = (SimulateInputType)CustomGUILayout.EnumPopup("Input type:", inputType, string.Empty, "What type of input is expected");
            if (inputType == SimulateInputType.Axis)
            {
                axisThreshold = CustomGUILayout.Slider("Axis threshold:", axisThreshold, -1f, 1f, string.Empty, "The threshold value for the axis to trigger the ActionListAsset");
            }
            else if (inputType == SimulateInputType.Button)
            {
                buttonType = (ActiveInputButtonType)CustomGUILayout.EnumPopup("Responds to:", buttonType, string.Empty, "What type of button press this responds to");
            }
            enabledOnStart  = CustomGUILayout.Toggle("Enabled by default?", enabledOnStart, string.Empty, "If True, the active input is enabled when the game begins");
            gameState       = (GameState)CustomGUILayout.EnumPopup("Available when game is:", gameState, string.Empty, "What state the game must be in for the actionListAsset to run");
            actionListAsset = ActionListAssetMenu.AssetGUI("ActionList when triggered:", actionListAsset, defaultName, string.Empty, "The ActionListAsset to run when the input button is pressed");
        }
コード例 #3
0
        /**
         * The default Constructor.
         */
        public ActiveInput(int[] idArray)
        {
            inputName       = string.Empty;
            gameState       = GameState.Normal;
            actionListAsset = null;
            enabledOnStart  = true;
            ID            = 1;
            inputType     = SimulateInputType.Button;
            buttonType    = ActiveInputButtonType.OnButtonDown;
            axisThreshold = 0.2f;

            // Update id based on array
            foreach (int _id in idArray)
            {
                if (ID == _id)
                {
                    ID++;
                }
            }
        }