public void SwitchContextToBattle(NodeAddedEvent evt, AimingIdleStateNode weapon, [JoinAll] SingleNode <BattleHUDESMComponent> battleHUD) { InputManager.DeactivateContext(ShaftAimingContexts.AIMING_TARGETING); InputManager.ClearActions(); InputManager.ActivateContext(BasicContexts.BATTLE_CONTEXT); battleHUD.component.Esm.ChangeState <BattleHUDStates.ActionsState>(); }
public void CheckMouseState(NodeAddedEvent e, SelfBattleUser selfBattleUser, SingleNode <BattleActionsStateComponent> battleActionsState, Optional <SingleNode <SpectatorCameraComponent> > spectator) { if (spectator.IsPresent()) { InputManager.DeactivateContext(BasicContexts.MOUSE_CONTEXT); } else if (selfBattleUser.mouseControlStateHolder.MouseControlAllowed && !InputManager.CheckAction(BattleActions.SHOW_SCORE)) { InputManager.ActivateContext(BasicContexts.MOUSE_CONTEXT); } }
public void CheckMouseState(CheckMouseEvent e, SelfBattleUser selfBattleUser, Optional <SingleNode <SpectatorCameraComponent> > spectator) { if (spectator.IsPresent()) { InputManager.DeactivateContext(BasicContexts.MOUSE_CONTEXT); } else if (selfBattleUser.mouseControlStateHolder.MouseControlAllowed) { InputManager.ActivateContext(BasicContexts.MOUSE_CONTEXT); } }
protected override void Activate() { string key = "DefaultInputsLoaded"; if (PlayerPrefs.HasKey(key)) { this.LoadInputActions(); } else { this.LoadDefaultInputActions(); PlayerPrefs.SetInt(key, 1); } InputManager.ActivateContext(BasicContexts.BATTLE_CONTEXT); base.gameObject.AddComponent <InputBehaviour>(); }
private void SwitchContextToChat() { InputManager.DeactivateContext(BasicContexts.BATTLE_CONTEXT); InputManager.ActivateContext(BattleChatContexts.BATTLE_CHAT); InputManager.DeactivateContext(BasicContexts.MOUSE_CONTEXT); }
public void ActivateBattleChatContext(PointEnterToBattleChatScrollViewEvent e, BattleChatSpectatorNotPressedOutOfFocusNode battleChatSpectator) { InputManager.ActivateContext(BattleChatContexts.BATTLE_CHAT); battleChatSpectator.Entity.AddComponent <BattleChatInFocusComponent>(); }