bool ProcessTouch(ref IInputEvent evt) { if (SysUtils.Screen_lockCursor == false) { return(false); } TouchEvent touch = (TouchEvent)evt; if (touch.Type != E_TouchType.MouseButton) { return(false); } switch (touch.Id) { case 0: if (touch.Started == true) { Fire(true); } else if (touch.Finished == true) { Fire(false); } return(true); case 1: States.ReloadDelegate(); return(true); default: break; } return(false); }
void UpdateActionsBlueTooth() { //ovladani tlacitky //Fire: if (Input.GetKeyDown("8")) { //fire only when there is no use if (Player.LocalInstance.InUseMode) { States.UseDelegate(); } else { States.FireDownDelegate(); } } if (Input.GetKeyUp("8")) { //delegate up event only for fire if (Player.LocalInstance.InUseMode == false) { States.FireUpDelegate(); } } //reload if (Input.GetKeyDown("7")) { States.ReloadDelegate(); } //roll if (Input.GetKeyDown("6")) { States.RollDelegate(); } //items if (Input.GetKeyDown("3")) { ChangeItem(0); } else if (Input.GetKeyDown("4")) { ChangeItem(1); } else if (Input.GetKeyDown("2")) { ChangeItem(2); } //weapons if (Input.GetKeyDown("a")) { ChangeWeapon(0); } else if (Input.GetKeyDown("w")) { ChangeWeapon(1); } else if (Input.GetKeyDown("d")) { ChangeWeapon(2); } }
void UpdateActions() { if (ButtonDown(E_Input.Fire)) { //fire only when there is no use if (Player.LocalInstance.InUseMode) { States.UseDelegate(); } else { States.FireDownDelegate(); } } if (ButtonUp(E_Input.Fire)) { //delegate up event only for fire if (Player.LocalInstance.InUseMode == false) { States.FireUpDelegate(); } } if (ButtonDown(E_Input.Reload) /* || Input.GetKeyDown("7")*/) //JV FIX { States.ReloadDelegate(); } if (ButtonDown(E_Input.Sprint)) { States.SprintDownDelegate(); } if (ButtonUp(E_Input.Sprint)) { States.SprintUpDelegate(); } if (ButtonDown(E_Input.Roll)) { States.RollDelegate(); } //FIX chyby na androidu - device obcas hlasi spatne escape stav kdyz delame multi touch bool escapeKeyPressed = Input.GetKeyUp("escape") && (Time.timeSinceLevelLoad > LastTouchControlTime + 0.25f); if ((ButtonDown(E_Input.Pause) || escapeKeyPressed)) { if (MFGuiFader.Fading == false && GuiFrontendIngame.PauseMenuCooldown() == false) { GuiFrontendIngame.ShowPauseMenu(); } } if (ButtonDown(E_Input.Item1)) { ChangeItem(0); } else if (ButtonDown(E_Input.Item2)) { ChangeItem(1); } else if (ButtonDown(E_Input.Item3)) { ChangeItem(2); } if (ButtonDown(E_Input.Weapon1)) { ChangeWeapon(0); } else if (ButtonDown(E_Input.Weapon2)) { ChangeWeapon(1); } else if (ButtonDown(E_Input.Weapon3)) { ChangeWeapon(2); } if (ButtonDown(E_Input.WeaponNext)) { ChangeWeaponNext(); } else if (ButtonDown(E_Input.WeaponPrev)) { ChangeWeaponPrev(); } /*if(ButtonDown(E_Input.Voicechat)) * { * if(Client.Instance) * Client.Instance.SetVoiceChat(true); * } * else if (ButtonUp(E_Input.Voicechat)) * { * if(Client.Instance) * Client.Instance.SetVoiceChat(false); * }*/ }
void OnReloadDown() { States.ReloadDelegate(); }