void Update() { if (Input.GetKeyDown(key) || (!string.IsNullOrEmpty(buttonName) && InputDeviceManager.IsButtonDown(buttonName))) { ExecuteEvents.Execute(m_selectable.gameObject, new PointerEventData(EventSystem.current), ExecuteEvents.submitHandler); } }
private void Update() { if (InputDeviceManager.IsButtonDown(menuInputButton)) { ToggleMenu(); } }
private bool IsBeingClickedBySubmit() { return(EventSystem.current != null && EventSystem.current.currentSelectedGameObject == m_selectable.gameObject && InputDeviceManager.instance != null && InputDeviceManager.IsButtonDown(InputDeviceManager.instance.submitButton)); }
public void Awake() { if (m_instance == null) { m_instance = this; } GetButtonDown = DefaultGetButtonDown; }
public static void SetDefaultJoystickAxesToCheck(InputDeviceManager inputDeviceManager) { if (inputDeviceManager == null) { return; } inputDeviceManager.joystickAxesToCheck = new string[] { "JoystickAxis1", "JoystickAxis2", "JoystickAxis3", "JoystickAxis4", "JoystickAxis6", "JoystickAxis7" }; AddInputDefinitions(inputDeviceManager); }
private void Update() { if (InputDeviceManager.IsKeyDown(key) || (!string.IsNullOrEmpty(buttonName) && InputDeviceManager.IsButtonDown(buttonName)) || (anyKeyOrButton && InputDeviceManager.IsAnyKeyDown())) { if (skipIfBeingClickedBySubmit && IsBeingClickedBySubmit()) { return; } ExecuteEvents.Execute(m_selectable.gameObject, new PointerEventData(EventSystem.current), ExecuteEvents.submitHandler); } }
public void Awake() { if (m_instance != null && singleton) { Destroy(gameObject); } else { m_instance = this; GetButtonDown = DefaultGetButtonDown; GetInputAxis = DefaultGetAxis; if (singleton) { transform.SetParent(null); DontDestroyOnLoad(gameObject); } } }
public void Awake() { if (m_instance != null && singleton) { Destroy(gameObject); } else { m_instance = this; GetButtonDown = DefaultGetButtonDown; GetInputAxis = DefaultGetAxis; if (singleton) { transform.SetParent(null); DontDestroyOnLoad(gameObject); } } #if !UNITY_5_3 SceneManager.sceneLoaded += OnSceneLoaded; #endif }
public static void AddInputDefinitions(InputDeviceManager inputDeviceManager) { if (inputDeviceManager == null) { return; } foreach (var button in inputDeviceManager.joystickButtonsToCheck) { AddInputDefinition(button); } foreach (var axis in inputDeviceManager.joystickAxesToCheck) { AddInputDefinition(axis); } foreach (var button in inputDeviceManager.keyButtonsToCheck) { AddInputDefinition(button); } foreach (var button in inputDeviceManager.backButtons) { AddInputDefinition(button); } Debug.Log("All input definitions are in Unity's Input Manager."); }