public void Set(Header.e_ButtonAction actionSet, Header.Func<int> ActionPressedSet, string nameOfInputAxisSet, string nameOfInputAxisSet2) { action = actionSet; actionPressed = ActionPressedSet; nameOfInputAxis = nameOfInputAxisSet; nameOfInputAxis2 = nameOfInputAxisSet2; }
public void MenuInputReceieve(int playerId, Header.e_ButtonAction action) { switch (menuStateObject.menuState) { case e_MenuInputState.SELECTINGWITHCURSOR: { //different switch statement based on current menu state (selecting up and down versus now choosing an input) switch (action) { case Header.e_ButtonAction.UP: SelectMenuUp(); break; case Header.e_ButtonAction.RIGHT: return; case Header.e_ButtonAction.DOWN: SelectMenuDown(); break; case Header.e_ButtonAction.LEFT: return; case Header.e_ButtonAction.ACCEPT: SelectWithCursorAccept(); return; case Header.e_ButtonAction.DECLINE: return; default: return; } break; } case e_MenuInputState.SELECTINGWITHUNDERLINE: { //different switch statement based on current menu state (selecting up and down versus now choosing an input) switch (action) { case Header.e_ButtonAction.UP: break; case Header.e_ButtonAction.RIGHT: SelectUnderlineRight(); return; case Header.e_ButtonAction.DOWN: break; case Header.e_ButtonAction.LEFT: SelectUnderlineLeft(); return; case Header.e_ButtonAction.ACCEPT: SelectWithUnderlineAccept(); return; case Header.e_ButtonAction.DECLINE: SelectWithUnderlineDecline(); return; default: return; } break; } case e_MenuInputState.SELECTINGNEWINPUT: //TODO: break; } }