private void Update() { KeyDownList.Clear(); KeyDownHashes.Clear(); KeyUpList.Clear(); KeyUpHashes.Clear(); Space = false; for (int i = 0; i < 26; i++) { KeyCode key = _alphabet[i]; if (Input.GetKeyDown(key)) { KeyDownList.Add(key); KeyDownHashes.Add(key); } if (Input.GetKeyUp(key)) { KeyUpList.Add(key); KeyUpHashes.Add(key); } } if (Input.GetKeyUp(KeyCode.Space)) { Space = true; } if (NewInput != null) { NewInput.Invoke(this); } }
void Awake() { newInput = new NewInput(); newInput.PlayerControls.SetCallbacks(this); walkSound_1 = "footsteps 1"; walkSound_2 = "footsteps 2"; walkSound_3 = "footsteps 3"; walkSound_4 = "footsteps 4"; }
// Start is called before the first frame update void Start() { List <string> deck = Solitaire.GenerateDeck(); solitaire = FindObjectOfType <Solitaire>(); newInput = FindObjectOfType <NewInput>(); int i = 0; foreach (string card in deck) { if (this.name == card) { Face = solitaire.cardFaces[i]; break; } i++; } spriteRenderer = GetComponent <SpriteRenderer>(); select = GetComponent <Select>(); }
public TestActions(NewInput wrapper) { m_Wrapper = wrapper; }
public async Task <int> Commit(NewInput input) { var e = ObjectMapper.Map <FJ>(input); return(await _fjRepository.InsertOrUpdateAndGetIdAsync(e)); }