public void Update(float delta) { _data.Clear(); if (Input.GetKey(_leftkey)) { _data.Press(InputData.KeyState.Left); } if (Input.GetKey(_rightkey)) { _data.Press(InputData.KeyState.Right); } if (Input.GetKey(_upkey)) { _data.Press(InputData.KeyState.Up); } if (Input.GetKey(_downkey)) { _data.Press(InputData.KeyState.Down); } if (Input.GetKey(_enterkey)) { _data.Press(InputData.KeyState.Enter); } }
public void Dispose() { InputData?.Clear(); InputData = null; EncryptionKey = null; Secret = null; SecretProperties?.Clear(); SecretProperties = null; }
private void RunLogicUpdate(float logicDeltaTime) { foreach (var item in controllers) { item.LogicUpdate(logicDeltaTime); } //更新物理 Physics.Simulate(logicDeltaTime); //清理输入 InputData.Clear(); }
static void RESETINPUTMANAGER() { InputData.Clear(); FieldInfo[] x = typeof(Keys).GetFields(); Debug.Log(x.Length); foreach (FieldInfo m in x) { Debug.Log(m.FieldType.ToString()); if (m.FieldType == typeof(KEY_INFO)) { InputData.ADD((KEY_INFO)(object)m.GetValue(m)); //mをobjectにキャストできない? } if (m.FieldType == typeof(AXISINFO)) { InputData.ADD((AXISINFO)(object)m.GetValue(m)); //mをobjectにキャストできない? } } new InputManagerGenerator(InputData.axis.ToArray()); }
// Resets input data for the next FixedUpdate step. // To be called after the input data is sent out. public void Clear() { inputData.Clear(); }
//Clear Data field button private void Clear_Click(object sender, EventArgs e) { InputData.Clear(); }