コード例 #1
0
 private void StopPollInput()
 {
     this._pollInput = false;
     base.enabled    = false;
     if (LocalPlayer.Inventory)
     {
         LocalPlayer.Inventory.enabled = true;
     }
     InputMappingAction.SetJoystickMenuMap(true);
 }
コード例 #2
0
 private void StartPollInput()
 {
     if (!base.enabled && this._nextChangeTimer < Time.realtimeSinceStartup)
     {
         base.enabled    = true;
         this._pollInput = true;
         if (LocalPlayer.Inventory)
         {
             LocalPlayer.Inventory.enabled = false;
         }
         if (Input.player != null)
         {
             InputMappingAction.SetJoystickMenuMap(false);
         }
     }
 }
コード例 #3
0
 private void InitializeUI(bool resetScrollView)
 {
     this.ClearUI(resetScrollView);
     if (!this._mappingManager)
     {
         this._mappingManager = UnityEngine.Object.FindObjectOfType <InputMapping>();
     }
     this._actionRowMappingCount = new Dictionary <InputActionRow, int>();
     this._knownActionMaps       = new Dictionary <ActionElementMap, InputActionButton>();
     this.ShowUserAssignableActions();
     this._nextChangeTimer                = Time.realtimeSinceStartup + this._interChangeDelay;
     base.enabled                         = false;
     ReInput.ControllerConnectedEvent    -= this.OnControllerConnectedEvent;
     ReInput.ControllerConnectedEvent    += this.OnControllerConnectedEvent;
     ReInput.ControllerDisconnectedEvent -= this.OnControllerConnectedEvent;
     ReInput.ControllerDisconnectedEvent += this.OnControllerConnectedEvent;
     InputMappingAction.SetJoystickMenuMap(true);
     if (resetScrollView)
     {
         this._scrollView.ResetPosition();
         this._scrollbar.value = 0f;
     }
 }
コード例 #4
0
 public ElementAssignmentChange(InputMappingAction.ElementAssignmentChange source)
 {
     this.playerId = source.playerId;
     this.controllerId = source.controllerId;
     this.controllerType = source.controllerType;
     this.controllerMap = source.controllerMap;
     this.changeType = source.changeType;
     this.actionElementMapId = source.actionElementMapId;
     this.actionId = source.actionId;
     this.actionAxisContribution = source.actionAxisContribution;
     this.actionType = source.actionType;
     this.assignFullAxis = source.assignFullAxis;
     this.invert = source.invert;
     this.pollingInfo = source.pollingInfo;
     this.modifierKeyFlags = source.modifierKeyFlags;
 }
コード例 #5
0
 public ElementAssignmentChange(int playerId, InputMappingAction.ElementAssignmentChangeType changeType, int actionElementMapId, int actionId, Pole actionAxisContribution, InputActionType actionType, bool assignFullAxis, bool invert)
 {
     this.playerId = playerId;
     this.changeType = changeType;
     this.actionElementMapId = actionElementMapId;
     this.actionId = actionId;
     this.actionAxisContribution = actionAxisContribution;
     this.actionType = actionType;
     this.assignFullAxis = assignFullAxis;
     this.invert = invert;
 }
コード例 #6
0
 private void Confirm(InputMappingAction.ConflictResolution conflictResolution)
 {
     if (conflictResolution > InputMappingAction.ConflictResolution.Pending)
     {
         if (conflictResolution == InputMappingAction.ConflictResolution.Replace)
         {
             foreach (ElementAssignmentConflictInfo info in ReInput.controllers.conflictChecking.ElementAssignmentConflicts(this._entry.ToElementAssignmentConflictCheck()))
             {
                 if (this._knownActionMaps.Any((KeyValuePair<ActionElementMap, InputActionButton> m) => m.Key.id == info.elementMapId))
                 {
                     ActionElementMap elementMap = this._knownActionMaps.First((KeyValuePair<ActionElementMap, InputActionButton> m) => m.Key.id == info.elementMapId).Key;
                     UnityEngine.Object.Destroy(this._knownActionMaps[elementMap].gameObject);
                     this._knownActionMaps.Remove(elementMap);
                     InputActionRow key = this._actionRowMappingCount.First((KeyValuePair<InputActionRow, int> r) => r.Key._action.id == elementMap.actionId).Key;
                     Dictionary<InputActionRow, int> actionRowMappingCount;
                     Dictionary<InputActionRow, int> expr_F3 = actionRowMappingCount = this._actionRowMappingCount;
                     InputActionRow key2;
                     InputActionRow expr_F7 = key2 = key;
                     int num = actionRowMappingCount[key2];
                     expr_F3[expr_F7] = num - 1;
                     key._actionGrid.repositionNow = true;
                     this.CheckActionMappingCount(key);
                 }
             }
             ReInput.controllers.conflictChecking.RemoveElementAssignmentConflicts(this._entry.ToElementAssignmentConflictCheck());
         }
         this._entry.ReplaceOrCreateActionElementMap(this._replaceElementMap);
         if (this._entry.changeType == InputMappingAction.ElementAssignmentChangeType.Add)
         {
             ActionElementMap actionElementMap = this._entry.controllerMap.AllMaps.First((ActionElementMap m) => m.actionId == this._entry.actionId && !this._knownActionMaps.ContainsKey(m));
             bool showInvert = this._entry.actionType == InputActionType.Axis && actionElementMap.axisType == AxisType.Normal && this._entry.controllerType != ControllerType.Keyboard;
             this.AddActionAssignmentButton(this._entry.uiRow, Input.player.id, ReInput.mapping.GetAction(this._entry.actionId), actionElementMap.axisContribution, this._entry.controllerMap, false, actionElementMap, showInvert);
             this._entry.uiRow._actionGrid.repositionNow = true;
             this.CheckActionMappingCount(this._entry.uiRow);
         }
         else
         {
             this._entry.uiButton._label.text = this._entry.pollingInfo.elementIdentifierName;
         }
         this._selectionScreenTimer.gameObject.SetActive(false);
         this._mappingConflictResolutionKeyLabel.transform.parent.gameObject.SetActive(false);
         this._mappingSystemConflictUI.transform.parent.gameObject.SetActive(false);
         this._nextChangeTimer = Time.realtimeSinceStartup + this._interChangeDelay;
         this.ResetUI();
         this.StopPollInput();
     }
 }