private void MoveFlipper(Flipper flipper, FlipperDirection direction) { switch (direction) { case FlipperDirection.Up: flipper.Up(); break; case FlipperDirection.Down: flipper.Down(); break; } }
internal void SetEventTrigger(Side side, FlipperDirection direction, Action action) { switch (side) { case Side.Left: SetTriggerAction(leftTrigger, direction, action); break; case Side.Right: SetTriggerAction(rightTrigger, direction, action); break; } }
private void SetTriggerAction(EventTrigger trigger, FlipperDirection direction, Action action) { var entry = new EventTrigger.Entry(); switch (direction) { case FlipperDirection.Down: entry.eventID = EventTriggerType.PointerUp; break; case FlipperDirection.Up: entry.eventID = EventTriggerType.PointerDown; break; } entry.callback.AddListener((e) => action()); trigger.triggers.Add(entry); }
private void MoveFlipper(Side side, FlipperDirection direction) { if (direction == FlipperDirection.Up) { CoreHapticsUnityProxy.PlayTransient(0.5f, 1f); } switch (side) { case Side.Left: GameController.Instance.MoveLeftFlipper(direction); break; case Side.Right: GameController.Instance.MoveRightFlipper(direction); break; } }
private void OnFlipperActionAction(Side arg1, FlipperDirection arg2) { OnFlipperAction?.Invoke(arg1, arg2); }
private void InputSourceControllerOnOnFlipperAction(Side arg1, FlipperDirection arg2) { _stateMachine.ProcessInput(GameEvent.MoveFlipper, new FlipperInput(arg1, arg2)); }
internal void MoveRightFlipper(FlipperDirection direction) { MoveFlipper(rightFlipper, direction); }
internal void MoveLeftFlipper(FlipperDirection direction) { MoveFlipper(leftFlipper, direction); }
internal void InvokeFlipperAction(Side side, FlipperDirection direction) { OnFlipperAction?.Invoke(side, direction); }
internal FlipperInput(Side side, FlipperDirection direction) { FlipperSide = side; FlipperDirection = direction; }