예제 #1
0
        protected override bool processInput(ControlScheme controlScheme)
        {
            bool anyKey = UnityEngine.Input.anyKey;

            mapResult.AnyKey.WasJustPressed  = anyKey && !mapResult.AnyKey.IsHeld;
            mapResult.AnyKey.WasJustReleased = !anyKey && mapResult.AnyKey.IsHeld;
            mapResult.AnyKey.IsHeld          = anyKey;
            return(mapResult.AnyKey.IsHeld || mapResult.AnyKey.WasJustReleased);
        }
예제 #2
0
 public void Initialize(ControlScheme controlScheme, InputMapPriority inputMapPriority, KeyCodeRemapper keyCodeRemapper)
 {
     this.controlScheme    = controlScheme;
     this.inputMapPriority = inputMapPriority;
     this.controlScheme.Initialize(keyCodeRemapper);
     foreach (InputMapLib priority in this.inputMapPriority.PriorityList)
     {
         priority.Initialize();
     }
 }
예제 #3
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        public override bool ProcessInput(ControlScheme controlScheme)
        {
            bool flag = base.Enabled && processInput(controlScheme);

            if (flag)
            {
                handleInput();
            }
            return(flag);
        }
예제 #4
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        public override bool ProcessInput(ControlScheme controlScheme)
        {
            if (!base.Enabled)
            {
                return(false);
            }
            bool flag = false;

            foreach (InputMapLib map in maps)
            {
                flag = map.ProcessInput(controlScheme) || flag;
            }
            return(flag || base.InputBlocker);
        }
예제 #5
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 public abstract void Populate(ControlScheme controlScheme);
예제 #6
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 public abstract bool ProcessInput(ControlScheme controlScheme);
예제 #7
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 protected abstract bool processInput(ControlScheme controlScheme);