private void SetInputFake() // redirect public methods and properties to our replay system { GetKey = FakeGetKey; GetKeyDown = FakeGetKeyDown; GetKeyUp = FakeGetKeyUp; GetMouseButton = FakeGetMouseButton; GetMouseButtonDown = FakeGetMouseButtonDown; GetMouseButtonUp = FakeGetMouseButtonUp; GetButton = delegate(string name) { return(currentSequence.vB.Contains(name)); }; GetButtonDown = delegate(string name) { return(currentSequence.vBD.Contains(name)); }; GetButtonUp = delegate(string name) { return(currentSequence.vBU.Contains(name)); }; GetAxis = delegate(string name) { return(currentSequence.vA.ElementAt(AxisList.FindIndex(str => str == name))); }; _mousePosition = delegate { return(currentSequence.mP); }; _mouseWorldPosition = delegate { return(currentSequence.mWP); }; _mouseScrollDelta = delegate { return(currentSequence.mSD); }; _anyKey = delegate { return(currentSequence.gK.Any <KeyCode>()); }; _anyKeyDown = delegate { return(currentSequence.gKD.Any <KeyCode>()); }; }
private void SetInputStd() // redirect public methods and properties to actual UnityEngine.Input { GetKey = Input.GetKey; GetKeyDown = Input.GetKeyDown; GetKeyUp = Input.GetKeyUp; GetMouseButton = Input.GetMouseButton; GetMouseButtonDown = Input.GetMouseButtonDown; GetMouseButtonUp = Input.GetMouseButtonUp; GetButton = Input.GetButton; GetButtonDown = Input.GetButtonDown; GetButtonUp = Input.GetButtonUp; GetAxis = Input.GetAxis; _mousePosition = delegate { return(Input.mousePosition); }; _mouseWorldPosition = delegate { return(Camera.main.ScreenToWorldPoint(Input.mousePosition)); }; _mouseScrollDelta = delegate { return(Input.mouseScrollDelta); }; _anyKey = delegate { return(Input.anyKey); }; _anyKeyDown = delegate { return(Input.anyKeyDown); }; }