private void UpdateMe() { if (Input.GetMouseButtonDown(0)) { if (hasClicked == false) { DoubleClickTimer(); return; } FindObjectToOrbitUnderMouse(); } if (KeyboardInputManager.IsMovementPressed()) { CmdStopOrbiting(); } }
private void Update() { if (PlayerManager.LocalPlayerScript.IsGhost || UIManager.IsInputFocus) { return; } if (monitor) { if (KeyboardInputManager.IsMovementPressed()) { if (!closetControl.IsLocked) { //TODO: This should probably be done in the main inputcontroller rather than in Update closetControl.Interact(HandApply.ByLocalPlayer(closetControl.gameObject)); } } } }
private void Update() { if (isLocalPlayer && playerMove != null) { // If being pulled by another player and you try to break free if (pushPull.IsBeingPulledClient && !playerScript.canNotInteract() && KeyboardInputManager.IsMovementPressed()) { pushPull.CmdStopFollowing(); return; } if (ClientPositionReady && !playerMove.isGhost || GhostPositionReady && playerMove.isGhost) { DoAction(); } } Synchronize(); }
private void Update() { // TODO add events to inventory slot changes to trigger channel refresh if (chatInputWindow.activeInHierarchy && !isChannelListUpToDate()) { Logger.Log("Channel list is outdated!", Category.Chat); RefreshChannelPanel(); } if (KeyboardInputManager.IsEnterPressed() && !windowCoolDown && chatInputWindow.activeInHierarchy) { if (UIManager.IsInputFocus) { parsedInput = Chat.ParsePlayerInput(InputFieldChat.text, chatContext); if (Chat.IsValidToSend(parsedInput.ClearMessage)) { PlayerSendChat(parsedInput.ClearMessage); } CloseChatWindow(); } } if (!chatInputWindow.activeInHierarchy) { return; } if (KeyboardInputManager.IsEscapePressed()) { CloseChatWindow(); } if (InputFieldChat.isFocused) { return; } if (KeyboardInputManager.IsMovementPressed() || KeyboardInputManager.IsEscapePressed()) { CloseChatWindow(); } }
public void Update() { if (channelPanel.gameObject.activeInHierarchy && !isChannelListUpToDate()) { RefreshChannelPanel(); } if (UIManager.IsInputFocus) { if (!string.IsNullOrEmpty(InputFieldChat.text.Trim()) && KeyboardInputManager.IsEnterPressed()) { PlayerSendChat(); CloseChatWindow(); } } if (chatInputWindow.activeInHierarchy) { if (KeyboardInputManager.IsEscapePressed()) { CloseChatWindow(); } if (!InputFieldChat.isFocused) { if (KeyboardInputManager.IsMovementPressed() || KeyboardInputManager.IsEscapePressed()) { CloseChatWindow(); } if (!string.IsNullOrEmpty(InputFieldChat.text.Trim()) && KeyboardInputManager.IsEnterPressed()) { PlayerSendChat(); CloseChatWindow(); } } } }
private void Update() { // TODO add events to inventory slot changes to trigger channel refresh if (chatInputWindow.activeInHierarchy && !isChannelListUpToDate()) { Logger.Log("Channel list is outdated!", Category.UI); RefreshChannelPanel(); } if (KeyboardInputManager.IsEnterPressed() && !windowCoolDown) { if (UIManager.IsInputFocus) { if (!string.IsNullOrEmpty(InputFieldChat.text.Trim())) { PlayerSendChat(); } CloseChatWindow(); } } if (!chatInputWindow.activeInHierarchy) { return; } if (KeyboardInputManager.IsEscapePressed()) { CloseChatWindow(); } if (InputFieldChat.isFocused) { return; } if (KeyboardInputManager.IsMovementPressed() || KeyboardInputManager.IsEscapePressed()) { CloseChatWindow(); } }
private void Update() { if (PlayerManager.LocalPlayerScript.IsGhost || UIManager.IsInputFocus) { return; } if (monitor) { if (KeyboardInputManager.IsMovementPressed()) { if (!closetControl.IsLocked) { //TODO: This should probably be done in the main inputcontroller rather than in Update closetControl.Interact(gameObject, "lefthand"); } } //take the player with the closet so they can interact with it if (closetControl.transform.position != transform.position) { transform.position = closetControl.transform.position; } } }