public void Consume() { if (GameLoop.CurrentSequence == UpdateSequence.FixedUpdate) { _currentFixed = InputUtil.ConsumeButtonState(_currentFixed); } else { _current = InputUtil.ConsumeButtonState(_current); } }
public override void Update() { _realState = InputUtil.GetNextButtonState(_realState, _delegate != null ? _delegate() : false); if (_count < _taps) { switch (_realState) { case ButtonState.Down: { _count++; _lastRealDown = Time.realtimeSinceStartup; if (_count == _taps) { _current = ButtonState.Down; _lastDown = Time.realtimeSinceStartup; } } break; default: _current = ButtonState.None; if (Time.realtimeSinceStartup - _lastRealDown > _delay) { _count = 0; } break; } } else if (_current > ButtonState.None) { switch (_realState) { case ButtonState.Released: case ButtonState.None: _current = ButtonState.Released; _count = 0; break; default: _current = ButtonState.Held; break; } } else { _current = ButtonState.None; _count = 0; } }
public override void Update() { base.Update(); float v = base.CurrentState.sqrMagnitude; float dz = this.AxisButtonDeadZone; _current = InputUtil.GetNextButtonState(_current, v >= (dz * dz)); if (_current == ButtonState.Down) { _lastDown = Time.realtimeSinceStartup; } }
public override void FixedUpdate() { base.FixedUpdate(); bool down = false; for (int i = 0; i < this.Signatures.Count; i++) { if (this.Signatures[i].GetCurrentState(true) >= ButtonState.Down) { down = true; break; } } _currentFixed = InputUtil.GetNextButtonState(_currentFixed, down); }
public override void FixedUpdate() { base.FixedUpdate(); bool down = false; var e = this.SignaturesSet.GetEnumerator(); while (e.MoveNext()) { if (e.Current.GetCurrentState(false) >= ButtonState.Down) { down = true; break; } } _currentFixed = InputUtil.GetNextButtonState(_currentFixed, down); }
public override void Update() { base.Update(); bool down = false; for (int i = 0; i < this.Signatures.Count; i++) { if (this.Signatures[i].GetCurrentState(false) >= ButtonState.Down) { down = true; break; } } _current = InputUtil.GetNextButtonState(_current, down); if (_current == ButtonState.Down) { _lastDown = Time.realtimeSinceStartup; } }
public override void FixedUpdate() { float v = _delegate != null?_delegate() : 0f; switch (this.Consideration) { case AxleValueConsideration.Positive: //_currentFixed = InputUtil.GetNextButtonState(_currentFixed, Input.GetButton(this.UnityInputId) || Input.GetAxis(this.UnityInputId) >= this.AxisButtonDeadZone); _currentFixed = InputUtil.GetNextButtonState(_currentFixed, v >= this.AxisButtonDeadZone); break; case AxleValueConsideration.Negative: //_currentFixed = InputUtil.GetNextButtonState(_currentFixed, Input.GetButton(this.UnityInputId) || Input.GetAxis(this.UnityInputId) <= -this.AxisButtonDeadZone); _currentFixed = InputUtil.GetNextButtonState(_currentFixed, v <= -this.AxisButtonDeadZone); break; case AxleValueConsideration.Absolute: //_currentFixed = InputUtil.GetNextButtonState(_currentFixed, Input.GetButton(this.UnityInputId) || Mathf.Abs(Input.GetAxis(this.UnityInputId)) >= this.AxisButtonDeadZone); _currentFixed = InputUtil.GetNextButtonState(_currentFixed, v >= this.AxisButtonDeadZone); break; } }
public override void Update() { base.Update(); bool down = false; var e = this.SignaturesSet.GetEnumerator(); while (e.MoveNext()) { if (e.Current.GetCurrentState(false) >= ButtonState.Down) { down = true; break; } } _current = InputUtil.GetNextButtonState(_current, down); if (_current == ButtonState.Down) { _lastDown = Time.realtimeSinceStartup; } }
public override void FixedUpdate() { //determine based on history _currentFixed = InputUtil.GetNextButtonState(_currentFixed, _delegate != null ? _delegate() : false); }
public override void FixedUpdate() { _currentFixed = InputUtil.GetNextFixedButtonStateFromCurrent(_currentFixed, _current); }