private void Update() { if (!pausePanel.isOpen && !m_titleMenu.titleMenuPanel.isOpen && InputDeviceManager.IsButtonDown(pauseButton) && !(blockDuringConversations && DialogueManager.IsConversationActive)) { pausePanel.Open(); } }
private void Update() { if (!pausePanel.isOpen && !m_titleMenu.titleMenuPanel.isOpen && InputDeviceManager.IsButtonDown(pauseButton) && !(blockDuringConversations && DialogueManager.IsConversationActive) && GameManager.Instance.CurrentWindow == null && GameManager.Instance.Paused == false) { pausePanel.Open(); } }
public void Awake() { if (m_instance == null) { m_instance = this; } m_graphicRaycaster = GetComponentInParent <UnityEngine.UI.GraphicRaycaster>(); GetButtonDown = DefaultGetButtonDown; }
public static void AddInputDefinitions(InputDeviceManager inputDeviceManager) { if (inputDeviceManager == null) { return; } foreach (var button in inputDeviceManager.joystickButtonsToCheck) { AddInputDefinition(button); } foreach (var axis in inputDeviceManager.joystickAxesToCheck) { AddInputDefinition(axis); } foreach (var button in inputDeviceManager.keyButtonsToCheck) { AddInputDefinition(button); } foreach (var button in inputDeviceManager.backButtons) { AddInputDefinition(button); } Debug.Log("All input definitions are in Unity's Input Manager."); }
protected virtual void Start() { m_inputDeviceManager = InputDeviceManager.instance; }
protected virtual void Awake() { m_inputDeviceManager = GetComponent <InputDeviceManager>(); }