// 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(); } }
// 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); } }
// 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(); } }
// 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; } }
// 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); } }
// 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(); } } }
// 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]; } } } }
// 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; } } }