private static void HandleKeyDown(SceneView sceneView) { if (Event.current.keyCode == KeyCode.Escape && GUIUtility.hotControl == s_ViewToolID) { GUIUtility.hotControl = 0; ResetDragState(); } if (Tools.s_LockedViewTool == ViewTool.FPS) { Event evt = Event.current; Vector3 lastMotion = s_Motion; if (evt.keyCode == ((Event)kFPSForward).keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.z = 1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSBack).keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.z = -1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSLeft).keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.x = -1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSRight).keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.x = 1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSUp).keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.y = 1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSDown).keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.y = -1; evt.Use(); } if (evt.type != EventType.KeyDown && lastMotion.sqrMagnitude == 0) { s_FPSTiming.Begin(); } } }
private static void HandleKeyDown(SceneView sceneView) { if ((Event.current.keyCode == KeyCode.Escape) && (GUIUtility.hotControl == s_ViewToolID)) { ResetDragState(); } if (Tools.s_LockedViewTool == UnityEditor.ViewTool.FPS) { Event current = Event.current; Vector3 vector = s_Motion; if (current.keyCode == kFPSForward.keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.z = 1f; current.Use(); } else if (current.keyCode == kFPSBack.keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.z = -1f; current.Use(); } else if (current.keyCode == kFPSLeft.keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.x = -1f; current.Use(); } else if (current.keyCode == kFPSRight.keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.x = 1f; current.Use(); } else if (current.keyCode == kFPSUp.keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.y = 1f; current.Use(); } else if (current.keyCode == kFPSDown.keyCode) { sceneView.viewIsLockedToObject = false; s_Motion.y = -1f; current.Use(); } if ((current.type != EventType.KeyDown) && (vector.sqrMagnitude == 0f)) { s_FPSTiming.Begin(); } } }
private void HandleCameraKeyDown() { if (Event.current.keyCode == KeyCode.Escape) { ResetCameraControl(); } if (m_CurrentViewTool == ViewTool.FPS) { Event evt = Event.current; Vector3 lastMotion = m_Motion; if (evt.keyCode == ((Event)kFPSForward).keyCode) { m_Motion.z = 1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSBack).keyCode) { m_Motion.z = -1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSLeft).keyCode) { m_Motion.x = -1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSRight).keyCode) { m_Motion.x = 1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSUp).keyCode) { m_Motion.y = 1; evt.Use(); } else if (evt.keyCode == ((Event)kFPSDown).keyCode) { m_Motion.y = -1; evt.Use(); } if (evt.type != EventType.KeyDown && lastMotion.sqrMagnitude == 0) { m_FPSTiming.Begin(); } } }
private void HandleCameraKeyDown() { if (Event.current.keyCode == KeyCode.Escape) { this.ResetCameraControl(); } if (this.m_CurrentViewTool == UnityEditor.ViewTool.FPS) { Event current = Event.current; Vector3 motion = this.m_Motion; if (current.keyCode == kFPSForward.keyCode) { this.m_Motion.z = 1f; current.Use(); } else if (current.keyCode == kFPSBack.keyCode) { this.m_Motion.z = -1f; current.Use(); } else if (current.keyCode == kFPSLeft.keyCode) { this.m_Motion.x = -1f; current.Use(); } else if (current.keyCode == kFPSRight.keyCode) { this.m_Motion.x = 1f; current.Use(); } else if (current.keyCode == kFPSUp.keyCode) { this.m_Motion.y = 1f; current.Use(); } else if (current.keyCode == kFPSDown.keyCode) { this.m_Motion.y = -1f; current.Use(); } if ((current.type != EventType.KeyDown) && (motion.sqrMagnitude == 0f)) { m_FPSTiming.Begin(); } } }