// Update is called once per frame void Update() { long time = input.GetKeyDown(KeyMappings.controlToKey(StandardControls.DOWN)); if (time > 0) { calibrator.KeyDown(time); } }
void Update() { foreach (StandardControls control in controls) { StandardKeyCodes key = KeyMappings.controlToKey(control); long downTime = inputManager.GetKeyDown(key); if (downTime >= 0) { OnKeyDown(key, downTime); } long upTime = inputManager.GetKeyUp(key); if (upTime >= 0) { OnKeyUp(key, upTime); } } #if UNITY_IOS //mobile only foreach (StandardControls control in controls) { StandardKeyCodes key = KeyMappings.controlToKey(control); long downTime = mobileInput.keyDown(key); if (downTime >= 0) { OnKeyDown(key, downTime); } long upTime = mobileInput.keyUp(key); if (upTime >= 0) { OnKeyUp(key, upTime); } } #endif //WARN: This code is far more complex then it has to be if (Input.GetKeyDown(KeyCode.Return)) { if (!patternMaster.isPlaying()) { //order matters here. Once invoke is called, paused may be modified bool paused = patternMaster.isPaused(); Messenger.Invoke(MessengerKeys.TOGGLE_MENU); if (paused) { ResumeGame(); } else { BeginGame(); } } } ; }