private void KeypadEventConnector_ButtonReleased(object sender, KeypadButtonEventArgs e) { if (e.ButtonIndex == 2) { this.SubmitReleased?.Invoke(sender, EventArgs.Empty); } }
bool IButtonParent.ButtonUp(int index) { var e = new KeypadButtonEventArgs(index); this.ButtonReleased?.Invoke(this, e); return(e.StayDown); // It's never used, but we'll return it anyway. }
private void KeypadEventConnector_ButtonPressed(object sender, KeypadButtonEventArgs e) { switch (e.ButtonIndex) { case 0: this.DownPressed?.Invoke(sender, EventArgs.Empty); break; case 1: this.UpPressed?.Invoke(sender, EventArgs.Empty); break; case 2: this.SubmitPressed?.Invoke(sender, EventArgs.Empty); break; } }
bool IButtonParent.ButtonDown(int index) { var e = new KeypadButtonEventArgs(index); this.ButtonPressed?.Invoke(this, e); if (e.SuppressAutomaticRelease) { // LeanTween.description(GameObject) isn't in the version used by the game... foreach (var tween in (LTDescr[])typeof(LeanTween).GetField("tweens", BindingFlags.NonPublic | BindingFlags.Static).GetValue(null)) { KeypadButton button; if (tween != null && tween.toggle && (button = this.buttons.FirstOrDefault(b => b.transform == tween.trans)) != null && button.ButtonIndex == index) { tween.setOnComplete((Action)null); break; } } } return(e.StayDown); }
private void KeypadEventConnector_ButtonPressed(object sender, KeypadButtonEventArgs e) => this.ButtonPressed?.Invoke(this, new SimonButtonEventArgs((SimonButtons)e.ButtonIndex));
private void KeypadEventConnector_ButtonPressed(object sender, KeypadButtonEventArgs e) => this.ButtonPressed?.Invoke(this, e);
private void KeypadEventConnector_ButtonPressed(object sender, KeypadButtonEventArgs e) { this.SubmitPressed?.Invoke(this, EventArgs.Empty); }
private void KeypadEventConnector_ButtonPressed(object sender, KeypadButtonEventArgs e) => this.ButtonPressed?.Invoke(sender, new MazeButtonEventArgs((MazeDirection)e.ButtonIndex));