/* Initialize the corresponding handlers for the selected controlling mode * * The unused handler will be assigned a dummy function to * prevent the handling of the event. */ void InitializeInputFunction() { switch (controlMode) { case ControlMode.Drag: _inputPositionHandler = DragPositionHandler; _scrollHandler = delegate(Vector2 v) { }; foreach (Button button in controlButtons) { button.gameObject.SetActive(false); } break; case ControlMode.Button: _inputPositionHandler = delegate(PointerEventData pointer, TouchPhase phase) { }; _scrollHandler = delegate(Vector2 v) { }; break; case ControlMode.MouseWheel: _scrollHandler = ScrollDeltaHandler; _inputPositionHandler = delegate(PointerEventData pointer, TouchPhase phase) { }; foreach (Button button in controlButtons) { button.gameObject.SetActive(false); } break; } }
/// <summary> /// Initialize the corresponding handlers for the selected controlling mode /// /// The unused handler will be assigned a dummy function to /// prevent the handling of the event. /// </summary> void InitializeInputFunction() { if (_limitedData && blockInputOnLimitedData) { _inputPositionHandler = delegate { }; _scrollHandler = delegate { }; foreach (Button button in controlButtons) { button.gameObject.SetActive(false); } return; } switch (controlMode) { case ControlMode.Drag: _inputPositionHandler = DragPositionHandler; _scrollHandler = delegate { }; foreach (Button button in controlButtons) { button.gameObject.SetActive(false); } break; case ControlMode.Button: _inputPositionHandler = delegate { }; _scrollHandler = delegate { }; break; case ControlMode.DragAndButton: _inputPositionHandler = DragPositionHandler; _scrollHandler = delegate { }; break; case ControlMode.MouseWheel: _scrollHandler = ScrollDeltaHandler; _inputPositionHandler = delegate { }; foreach (Button button in controlButtons) { button.gameObject.SetActive(false); } break; case ControlMode.DragAndWheel: _inputPositionHandler = DragPositionHandler; _scrollHandler = ScrollDeltaHandler; foreach (Button button in controlButtons) { button.gameObject.SetActive(false); } break; } }