private void OnMouseDown() { if (InputSystem.Get().bWorldInputEnabled) { OnNodePressed?.Invoke(this); } }
private void TrySendPlayerToNode(MapNodeVisual SelectedNode) { if (MapUtils.AreNeighbourNodes(CurrentNode, SelectedNode)) { Player.SendPlayerToNode(SelectedNode).onComplete += OnNodeReached; CurrentNode = SelectedNode; InputSystem.Get().bWorldInputEnabled = false; } else { print("Node " + SelectedNode.name + " is not reachable"); } }
private void LateUpdate() { if (!InputSystem.Get().bWorldInputEnabled) { return; } if (verticalTranslation.isActivated()) { float translateY = Input.GetAxis(mouseVerticalAxisName) * verticalTranslation.sensitivity; transform.Translate(0, -translateY, 0); } if (horizontalTranslation.isActivated()) { float translateX = Input.GetAxis(mouseHorizontalAxisName) * horizontalTranslation.sensitivity; transform.Translate(-translateX, 0, 0); } }
private void Start() { InputSystem.Get().bWorldInputEnabled = false; if (AddBackground) { Background = Instantiate(CorePrefabsConfig.Get().BackgroundWidgetPrefab); if (Background) { Background.SetParent(transform); Background.transform.SetSiblingIndex(0); Background.Show(); } } StartOpenWindowEvent(); OnStartOpenWindow?.Invoke(); }
private void OnDestroy() { // TODO: Add counter for opened windows InputSystem.Get().bWorldInputEnabled = true; }
private void OnNodeReached() { InputSystem.Get().bWorldInputEnabled = true; DOTween.Sequence().AppendInterval(GameInstance.Get().EnterNodeDelay).OnComplete(() => EnterNode(CurrentNode)); }