Пример #1
0
        public override void OnUpdate(float dt)
        {
            if (Mouse.current != null && Mouse.current.middleButton.wasPressedThisFrame)
            {
                CursorUtils.ToggleMouseCursor();
                _controls.InputEnabled = !_controls.InputEnabled;
            }

            if (_interactions.GetCurrentGame() != null && ((Keyboard.current != null && Keyboard.current.eKey.wasPressedThisFrame) || (Gamepad.current != null && Gamepad.current.rightStickButton.wasPressedThisFrame)))
            {
                _stateController.TransitionTo <GameFocusState>();
            }
        }
Пример #2
0
        public override void OnUpdate(float dt)
        {
            if (Mouse.current != null && Mouse.current.middleButton.wasPressedThisFrame)
            {
                CursorUtils.ToggleMouseCursor();
                _currentGame.InputEnabled = !_currentGame.InputEnabled;
            }

            if (!Cursor.visible)
            {
                if ((Keyboard.current != null && Keyboard.current.eKey.wasPressedThisFrame) || (Gamepad.current != null && Gamepad.current.rightStickButton.wasPressedThisFrame))
                {
                    _stateController.TransitionTo <NormalState>();
                }

                if (Keyboard.current != null && _currentGame != null)
                {
                    if (Keyboard.current.pKey.wasPressedThisFrame)
                    {
                        if (_currentGame.Running)
                        {
                            _currentGame.Pause();
                        }
                        else
                        {
                            _currentGame.Resume();
                        }
                    }

                    if (Keyboard.current.f5Key.wasPressedThisFrame && _currentGame.SaveState(0))
                    {
                        Debug.Log("State saved to slot 0");
                    }
                    if (Keyboard.current.f6Key.wasPressedThisFrame && _currentGame.SaveState(1))
                    {
                        Debug.Log("State saved to slot 1");
                    }
                    if (Keyboard.current.f7Key.wasPressedThisFrame && _currentGame.SaveState(2))
                    {
                        Debug.Log("State saved to slot 2");
                    }
                    if (Keyboard.current.f8Key.wasPressedThisFrame && _currentGame.SaveState(3))
                    {
                        Debug.Log("State saved to slot 3");
                    }

                    if (Keyboard.current.f9Key.wasPressedThisFrame && _currentGame.LoadState(0))
                    {
                        Debug.Log("State loaded from slot 0");
                    }
                    if (Keyboard.current.f10Key.wasPressedThisFrame && _currentGame.LoadState(1))
                    {
                        Debug.Log("State loaded from slot 1");
                    }
                    if (Keyboard.current.f11Key.wasPressedThisFrame && _currentGame.LoadState(2))
                    {
                        Debug.Log("State loaded from slot 2");
                    }
                    if (Keyboard.current.f12Key.wasPressedThisFrame && _currentGame.LoadState(3))
                    {
                        Debug.Log("State loaded from slot 3");
                    }

                    _currentGame.Rewind(Keyboard.current.backspaceKey.isPressed);
                }
            }
        }