private void FSM_Enter_Down(ClickState previousState) { #if DebugClickstates && UNITY_EDITOR Debug.Log(theKey.ToString() + "Clicked Down.\r\nMouse at position: " + Input.mousePosition); #endif EventData_UI theData = new EventData_UI(theKey, Input.mousePosition); GameManager.Events.Broadcast <EventType_UI> ((int)EventType_UI.Clicked, theData); }
private void OnKeyReleased(EventData_UI eventData) { for (int i = 0; i < axisDatas.Length; i++) { if (eventData.TheKey == axisDatas[i].activateKey) { axisDatas[i].OnKeyReleased(); } } }
private void FSM_Enter_Stopped(MouseState previousState) { EventData_UI theData = new EventData_UI(); GameManager.Events.Broadcast <EventType_UI> ((int)EventType_UI.MouseStopped, theData); #if DebugEnter && UNITY_EDITOR Debug.Log("Entered: MouseState.Stopped"); #endif }
private void FSM_Enter_Moving(MouseState previousState) { _timer_minMovingTime = moveCheckTime; EventData_UI theData = new EventData_UI(); GameManager.Events.Broadcast <EventType_UI> ((int)EventType_UI.MouseMoved, theData); #if DebugEnter && UNITY_EDITOR Debug.Log("Entered: MouseState.Moving"); #endif }
private void OnKeyClicked(EventData_UI eventData) { for (int i = 0; i < axisDatas.Length; i++) { if (eventData.TheKey == axisDatas[i].activateKey) { axisDatas[i].OnKeyClicked(); } } if (!_keysClickedThisFrame.Contains(eventData.TheKey)) { _keysClickedThisFrame.Add(eventData.TheKey); } }