예제 #1
0
 // Token: 0x060019C9 RID: 6601 RVA: 0x0001143A File Offset: 0x0000F63A
 private void OnInputChangeEvent(GlobalEvents.InputChanged ev)
 {
     if (ev.Key == GameInputKey.ChangeTeam && ev.IsDown && GameStateHelper.CanChangeTeam())
     {
         GameState.Current.Actions.ChangeTeam();
     }
 }
예제 #2
0
 // Token: 0x06001F95 RID: 8085 RVA: 0x00097754 File Offset: 0x00095954
 private void OnSecondaryFire(GlobalEvents.InputChanged ev)
 {
     if (GameState.Current.PlayerData.IsAlive && this.IsEnabled && this._currentSlot != null && this._currentSlot.HasWeapon)
     {
         this._currentSlot.InputHandler.OnSecondaryFire(ev.IsDown);
     }
 }
 // Token: 0x060018B0 RID: 6320 RVA: 0x00084754 File Offset: 0x00082954
 private void OnInputChanged(GlobalEvents.InputChanged ev)
 {
     if (AutoMonoBehaviour <InputManager> .Instance.IsInputEnabled && GameState.Current.Player != null && GameState.Current.Player.IsWalkingEnabled)
     {
         GameState.Current.PlayerData.Set(UserInput.GetkeyState(ev.Key), ev.IsDown);
     }
 }
예제 #4
0
 // Token: 0x06001F93 RID: 8083 RVA: 0x0009766C File Offset: 0x0009586C
 private void OnNextWeapon(GlobalEvents.InputChanged ev)
 {
     if ((this._currentSlot == null || (ev.IsDown && this._currentSlot.InputHandler.CanChangeWeapon())) && GUITools.SaveClickIn(0.2f))
     {
         GUITools.Clicked();
         this.PrevWeapon();
     }
     else if (this._currentSlot != null && ev.IsDown)
     {
         this._currentSlot.InputHandler.OnNextWeapon();
     }
 }
예제 #5
0
    // Token: 0x0600108C RID: 4236 RVA: 0x0006678C File Offset: 0x0006498C
    private void OnInputChanged(GlobalEvents.InputChanged ev)
    {
        if (AutoMonoBehaviour <InputManager> .Instance.IsInputEnabled && ev.IsDown && !LevelCamera.IsZoomedIn && this.IsEnabled)
        {
            GameInputKey key = ev.Key;
            switch (key)
            {
            case GameInputKey.UseQuickItem:
                this.UseQuickItem(this.CurrentSlotIndex);
                break;

            default:
                switch (key)
                {
                case GameInputKey.QuickItem1:
                    this.UseQuickItem(0);
                    break;

                case GameInputKey.QuickItem2:
                    this.UseQuickItem(1);
                    break;

                case GameInputKey.QuickItem3:
                    this.UseQuickItem(2);
                    break;
                }
                break;

            case GameInputKey.NextQuickItem:
                if (this._quickItems.Length > 0)
                {
                    this.CurrentSlotIndex = this.GetNextAvailableSlotIndex(this.CurrentSlotIndex);
                    GameData.Instance.OnQuickItemsChanged.Fire();
                }
                break;

            case GameInputKey.PrevQuickItem:
                if (this._quickItems.Length > 0)
                {
                    this.CurrentSlotIndex = this.GetPrevAvailableSlotIndex(this.CurrentSlotIndex);
                    GameData.Instance.OnQuickItemsChanged.Fire();
                }
                break;
            }
        }
        if (ev.Key == GameInputKey.UseQuickItem && !LevelCamera.IsZoomedIn && this.IsEnabled)
        {
            this.IsQuickItemMobilePushed = ev.IsDown;
        }
    }
예제 #6
0
 // Token: 0x06001F94 RID: 8084 RVA: 0x000976EC File Offset: 0x000958EC
 private void OnPrimaryFire(GlobalEvents.InputChanged ev)
 {
     if (ev.IsDown)
     {
         if (this._currentSlot != null && this._currentSlot.HasWeapon)
         {
             this._currentSlot.InputHandler.OnPrimaryFire(true);
         }
     }
     else if (this._currentSlot != null)
     {
         this._currentSlot.InputHandler.OnPrimaryFire(false);
     }
 }
예제 #7
0
 // Token: 0x06000ECA RID: 3786 RVA: 0x00063374 File Offset: 0x00061574
 private void OnInputChanged(GlobalEvents.InputChanged ev)
 {
     if (AutoMonoBehaviour <InputManager> .Instance.IsInputEnabled && !GameData.Instance.HUDChatIsTyping && Screen.lockCursor)
     {
         if (ev.Key == GameInputKey.PrimaryFire && ev.IsDown)
         {
             this.FollowPrevPlayer();
         }
         else if (ev.Key == GameInputKey.SecondaryFire && ev.IsDown)
         {
             this.FollowNextPlayer();
         }
         else if (ev.Key == GameInputKey.Jump && ev.IsDown)
         {
             this.EnterFreeMoveMode();
         }
     }
 }
예제 #8
0
 // Token: 0x06001F91 RID: 8081 RVA: 0x00097508 File Offset: 0x00095708
 private void OnSelectWeapon(GlobalEvents.InputChanged ev, global::LoadoutSlotType slotType)
 {
     if (ev.IsDown && !LevelCamera.IsZoomedIn && slotType != this._weapons[this._currentSlotID.Current].Slot && this.GetWeaponCount() > 1)
     {
         for (int i = 0; i < this._weapons.Length; i++)
         {
             if (this._weapons[i] != null && this._weapons[i].Slot == slotType && this._weapons[i] != this._currentSlot)
             {
                 if (this._currentSlot != null)
                 {
                     this._currentSlot.InputHandler.Stop();
                     this._currentSlot = null;
                 }
                 this._currentSlotID.Current = i;
                 GameState.Current.PlayerData.NextActiveWeapon.Value = this._weapons[i];
             }
         }
     }
 }
예제 #9
0
    // Token: 0x06001F90 RID: 8080 RVA: 0x00097434 File Offset: 0x00095634
    private void OnInputChanged(GlobalEvents.InputChanged ev)
    {
        if (AutoMonoBehaviour <InputManager> .Instance.IsInputEnabled && this.CheckPerformShotConditions())
        {
            switch (ev.Key)
            {
            case GameInputKey.PrimaryFire:
                this.OnPrimaryFire(ev);
                break;

            case GameInputKey.SecondaryFire:
                this.OnSecondaryFire(ev);
                break;

            case GameInputKey.Weapon1:
                this.OnSelectWeapon(ev, global::LoadoutSlotType.WeaponPrimary);
                break;

            case GameInputKey.Weapon2:
                this.OnSelectWeapon(ev, global::LoadoutSlotType.WeaponSecondary);
                break;

            case GameInputKey.Weapon3:
                this.OnSelectWeapon(ev, global::LoadoutSlotType.WeaponTertiary);
                break;

            case GameInputKey.WeaponMelee:
                this.OnSelectWeapon(ev, global::LoadoutSlotType.WeaponMelee);
                break;

            case GameInputKey.NextWeapon:
                this.OnNextWeapon(ev);
                break;

            case GameInputKey.PrevWeapon:
                this.OnPrevWeapon(ev);
                break;
            }
        }
    }