public override void Init() { MenuHandler.Instance.RegisterMenu(this, true); EmptyInputCallback inputIndexUpCallback = new EmptyInputCallback(f_inputIndexUp, () => ChangeIndex(true)); EmptyInputCallback inputIndexDownCallback = new EmptyInputCallback(f_inputIndexUp, () => ChangeIndex(false)); EmptyInputCallback inputInterpretCursorCallback = new EmptyInputCallback(f_inputInterpretCursor, InterpretCursor); //EmptyInputCallback inputExecuteCallback = new EmptyInputCallback(f_inputExecute, () => ExecuteMenuItem(m_activeMenuItem.Children[m_focusedIndex])); //VectorInputCallback inputPointingCallback = new VectorInputCallback(f_inputPointing, DetermineRadialSelection); EmptyInputCallback[] boolInputCallbacks = { inputIndexUpCallback, inputIndexDownCallback, inputInterpretCursorCallback }; AxisInputCallback[] axisInputCallbacks = { }; VectorInputCallback[] vectorInputCallbacks = { }; m_activeInputHandler = new InputHandler( boolInputCallbacks, axisInputCallbacks, vectorInputCallbacks ); // Those two lines are essentially the same, but to stick to the new guide, the Execute is called f_startMenuItem.CreateMenuItem(null).Execute(this); //Show(f_startMenuItem.CreateMenuItem(null)); }
private void OnValidate() { Debug.Log("Created Dummy"); EmptyInputCallback[] emptyInputCallbacks = new EmptyInputCallback[f_openMenuData.Length]; for (int i = 0; i < f_openMenuData.Length; ++i) { OpenMenuData omd = f_openMenuData[i]; emptyInputCallbacks[i] = new EmptyInputCallback(omd.OpenCombinations, () => OpenMenu(omd.Menu)); } m_activeInputHandler = new InputHandler( emptyInputCallbacks, new AxisInputCallback[0], new VectorInputCallback[0] ); }