コード例 #1
0
ファイル: AnarchyManager.cs プロジェクト: kmlkmljkl2/Anarchy
 private void LateUpdate()
 {
     if (InputManager.IsInputAnarchy((int)Inputs.InputAnarchy.DebugPanel))
     {
         if (DebugPanel.IsActive)
         {
             DebugPanel.DisableImmediate();
         }
         else
         {
             DebugPanel.EnableImmediate();
         }
     }
     if (InputManager.IsInputAnarchy((int)Inputs.InputAnarchy.ChatHistoryPanel))
     {
         if (ChatHistory.IsActive)
         {
             ChatHistory.DisableImmediate();
         }
         else
         {
             ChatHistory.EnableImmediate();
         }
     }
     if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single && Input.GetKeyDown(KeyCode.Tab))
     {
         InputManager.MenuOn = true;
         Screen.showCursor   = true;
         Screen.lockCursor   = false;
         StatsPanel.EnableImmediate();
     }
 }
コード例 #2
0
        private void LateUpdate()
        {
            if (InputManager.IsInputAnarchy((int)InputAnarchy.DebugPanel))
            {
                if (DebugPanel.IsActive)
                {
                    DebugPanel.DisableImmediate();
                }
                else
                {
                    DebugPanel.EnableImmediate();
                }
            }
            if (InputManager.IsInputAnarchy((int)InputAnarchy.ChatHistoryPanel))
            {
                if (ChatHistory.IsActive)
                {
                    ChatHistory.DisableImmediate();
                }
                else
                {
                    ChatHistory.EnableImmediate();
                }
            }
            if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single && InputManager.IsInputAnarchyHolding((int)InputAnarchy.StatsPanel))
            {
                InputManager.MenuOn = true;
                Screen.showCursor   = true;
                Screen.lockCursor   = false;
                StatsPanel.EnableImmediate();
            }

            if (InputManager.IsInputAnarchy((int)InputAnarchy.Rejoin))
            {
                Network.NetworkManager.NeedRejoin = true;
                PhotonNetwork.Disconnect();
            }
        }