/// <summary> /// Update selected button based on input /// </summary> private void UpdateSelection(Input.Stick state) { MenuManager.uniqueFrameInputUsed[IndexAssociatedPlayerScreen] = true; if (DeSelectOnMove) { IsClicked = false; } // Set selected button from 4 possible choices switch (state) { case Input.Stick.Up: if (NeighborUp != null) { NeighborUp.IsCurrentSelection = true; IsCurrentSelection = false; } break; case Input.Stick.Right: if (NeighborRight != null) { NeighborRight.IsCurrentSelection = true; IsCurrentSelection = false; } break; case Input.Stick.Down: if (NeighborDown != null) { NeighborDown.IsCurrentSelection = true; IsCurrentSelection = false; } break; case Input.Stick.Left: if (NeighborLeft != null) { NeighborLeft.IsCurrentSelection = true; IsCurrentSelection = false; } break; } }
private void UpdateSelection(Input.Stick state) { MenuManager.uniqueFrameInputUsed[IndexAssociatedPlayerScreen] = true; switch (state) { case Input.Stick.Up: if (NeighborUp != null) { NeighborUp.IsCurrentSelection = true; IsCurrentSelection = false; } break; case Input.Stick.Right: if (NeighborRight != null) { NeighborRight.IsCurrentSelection = true; IsCurrentSelection = false; } break; case Input.Stick.Down: if (NeighborDown != null) { NeighborDown.IsCurrentSelection = true; IsCurrentSelection = false; } break; case Input.Stick.Left: if (NeighborLeft != null) { NeighborLeft.IsCurrentSelection = true; IsCurrentSelection = false; } break; } }