public InputConfigInitSystem(Contexts contexts, ISessionState sessionState) { _inputContext = contexts.userInput; _sessionState = sessionState; _sessionState.CreateExitCondition(typeof(InputConfigInitSystem)); SingletonManager.Get <SubProgressBlackBoard>().Add(); }
private void InitKeyReceiver(UserInputContext context) { var recevier = new KeyReceiver(Layer.Env + 2, BlockType.None); recevier.AddAction(UserInputKey.LockCursor, (data) => { //暂时屏蔽 _contexts.ui.uI.IsShowCrossHair = true; }); recevier.AddAction(UserInputKey.UnlockCursor, (data) => { //暂时屏蔽 _contexts.ui.uI.IsShowCrossHair = false; }); context.userInputManager.Instance.RegisterKeyReceiver(recevier); }
private void InitKeyhandler(UserInputContext context) { var keyHandler = new KeyHandler(Layer.Env + 2, BlockType.None); keyHandler.BindKeyAction(UserInputKey.LockCursor, (data) => { //暂时屏蔽 _contexts.ui.uI.IsShowCrossHair = true; }); keyHandler.BindKeyAction(UserInputKey.UnlockCursor, (data) => { //暂时屏蔽 _contexts.ui.uI.IsShowCrossHair = false; }); context.userInputManager.Instance.RegisterKeyhandler(keyHandler); }
public InputCollectSystem(Contexts contexts) { _userInputContext = contexts.userInput; _playerContext = contexts.player; }