/// <summary> /// Sets the INPUT_ENABLED state of the given class (enum type). /// </summary> /// <param name="inputClass">The input class.</param> /// <param name="state">The new state.</param> public static void SetInputEnabledState(GameInputClass inputClass, bool state) { switch (inputClass) { case GameInputClass.PLAYER_AI: PlayerAI.INPUT_ENABLED = state; break; case GameInputClass.F2_EASER_EGG: F2EasterEgg.INPUT_ENABLED = state; break; case GameInputClass.FPS_COUNTER: FPSCounter.INPUT_ENABLED = state; break; case GameInputClass.MINIMAP_CAMERA_CONTROL: MinimapCameraControl.INPUT_ENABLED = state; break; case GameInputClass.INVENTORY_TOGGLE: InventoryToggle.INPUT_ENABLED = state; break; case GameInputClass.GAME_CONSOLE: GameConsole.INPUT_ENABLED = state; break; case GameInputClass.HOTBAR_MANAGER: HotbarManager.INPUT_ENABLED = state; break; default: break; } }
/// <summary> /// Sets the INPUT_ENABLED state of the given class (enum type) to FALSE. /// </summary> /// <param name="inputClass">The input class.</param> public static void DisableInputState(GameInputClass inputClass) { SetInputEnabledState(inputClass, false); }
/// <summary> /// Sets the INPUT_ENABLED state of the given class (enum type) to TRUE. /// </summary> /// <param name="inputClass">The input class.</param> public static void EnableInputState(GameInputClass inputClass) { SetInputEnabledState(inputClass, true); }