private static void OnInput_SkillSlot(InputManager.InputEvent e, System.Object[] args) { if (UniRPGGlobal.GUIConsumedInput) return; ((Chara2_Player)UniRPGGlobal.Player).OnInput_UseSlot((int)args[0], e.isDouble); }
/// <summary>Used internally and called by the InputManager</summary> public void _SaveInputIdxCache(InputManager.InputIdxCache idx) { if (_idxCache == null) _idxCache = new List<InputManager.InputIdxCache>(0); _idxCache.Add(idx); }
// ================================================================================================================ private static void OnInput_AWSDMovement(InputManager.InputEvent e, System.Object[] args) { if (UniRPGGlobal.GUIConsumedInput) return; ((Chara2_Player)UniRPGGlobal.Player).OnInput_AWSDMovement((int)args[0]); }
private static void OnInput_ClearTarget(InputManager.InputEvent e, System.Object[] args) { if (UniRPGGlobal.GUIConsumedInput) return; ((Chara2_Player)UniRPGGlobal.Player).OnInput_ClearTarget(); }
public void ToggleJournal(InputManager.InputEvent e, System.Object[] args) { if (UniRPGGlobal.Instance.QuestListProvider != null) // not supposed to be null, but just in case { UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowJournal(UniRPGGlobal.Instance.QuestListProvider.QuestList()); } }
public void ToggleSkillWindow(InputManager.InputEvent e, System.Object[] args) { UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowRightPanel(DefaultGameGUIData_MenuOption.MenuOption.Skills, true, true); }
public void ToggleCharacterSheet(InputManager.InputEvent e, System.Object[] args) { UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowLeftPanel(DefaultGameGUIData_MenuOption.MenuOption.Character, true, true); }
public void ToggleOptions(InputManager.InputEvent e, System.Object[] args) { UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowCenterPanel(DefaultGameGUIData_MenuOption.MenuOption.Options, true, true); }
// ================================================================================================================ private static void OnInput_RotateCam(InputManager.InputEvent e, System.Object[] args) { // if this binder is active then it means that the camera associated // with it is active so I can savely make this call ((DefaultCam1)UniRPGGlobal.ActiveCamera).OnInput_UpdateRotation((int)args[0]); }