public HardwareInputManager(InputSave inputSave, string[] buttons) { f_inputSave = inputSave; f_buttons = buttons; Clear(); }
public VirtualInputManager(InputSave inputSave, string[] buttons) { f_inputSave = inputSave; f_buttons = buttons; Clear(); }
// Use this for initialization void Start() { flag = true; GameObject[] puz = GameObject.FindGameObjectsWithTag("puz"); inputsave = GameObject.Find("Input").GetComponent <InputSave>(); for (int i = 0; i < puz.Length; i++) { puz[i].SetActive(false); } }
// Update is called once per frame void Update() { inputsave = GameObject.Find("Input").GetComponent <InputSave>(); if (Solve(inputsave.save_lever, puzout) && flag) { for (int i = 0; i < 5; i++) { GameObject.Find("floor").transform.Find("puz" + i.ToString()).gameObject.SetActive(true); } flag = false; } }
protected override void Awake() { base.Awake(); switch (f_eInputManager) { case EInputManager.Hardware: { InputSave inputSave = new InputSave(); f_inputSaveSO.InputSave = inputSave; f_inputManager = new HardwareInputManager(inputSave, f_buttons); } break; case EInputManager.Virtual: f_inputManager = new VirtualInputManager(f_inputSaveSO.InputSave, f_buttons); f_inputManager.StartReplay(); break; } }
// Use this for initialization void Start() { inputsave = GameObject.Find("Input").GetComponent <InputSave>(); }