示例#1
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 // Get ActionAxis
 public static bool GetActionAxis(string m_Name, EAxisState m_State)
 {
     return(InputSettings.GetActionAxis(m_Name, m_State));
 }
示例#2
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 // Get Axis
 public static float GetAxis(string m_Name)
 {
     return(InputSettings.GetAxis(m_Name));
 }
示例#3
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 // Get Action
 public static bool GetAction(string m_Name, EActionEvent m_Event)
 {
     return(InputSettings.GetAction(m_Name, m_Event));
 }
示例#4
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 // Unbind Axis
 public static void UnbindAxis(string m_Name, AxisHandler m_Handler)
 {
     InputSettings.UnbindAxis(m_Name, m_Handler);
 }
示例#5
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 // Unbind ActionAxis
 public static void UnbindActionAxis(string m_Name, EAxisState m_State, ActionHandler m_Handler)
 {
     InputSettings.UnbindActionAxis(m_Name, m_State, m_Handler);
 }
示例#6
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 // Unbind Action
 public static void UnbindAction(string m_Name, EActionEvent m_Event, ActionHandler m_Handler)
 {
     InputSettings.UnbindAction(m_Name, m_Event, m_Handler);
 }
示例#7
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        // Standalone Input
        private void StandaloneInput()
        {
            if (InputSettings.GetAction(actions.pause, EActionEvent.Down))
            {
                Pause();
            }

            InputSettings.RunActions();
            InputSettings.RunActionAxis();
            InputSettings.RunAxis();


            // Cursor lock
            if (cursorIsBlocked && Time.timeSinceLevelLoad > .1f)
            {
                Cursor.lockState = CursorLockMode.Locked;
                Cursor.visible   = false;
            }


            moveHorizontal = InputSettings.GetAxis(axes.moveX);
            moveVertical   = InputSettings.GetAxis(axes.moveY);
            lookHorizontal = InputSettings.GetAxis(axes.lookX) * GameSettings.GetLookSensitivityByInvert_X;
            lookVertical   = InputSettings.GetAxis(axes.lookY) * GameSettings.GetLookSensitivityByInvert_Y;

            runAction = InputSettings.GetAction(actions.run, EActionEvent.Press);

            zoomAction     = InputSettings.GetAction(actions.zoom, EActionEvent.Press);
            zoomActionDown = InputSettings.GetAction(actions.zoom, EActionEvent.Down);
            zoomActionUp   = InputSettings.GetAction(actions.zoom, EActionEvent.Up);

            bool fireAction = InputSettings.GetAction(actions.fire, EActionEvent.Press);

            // Fire and Reset Weapon
            if (fireAction && !FirstPersonController.isRunning)
            {
                WeaponsManager.WeaponFire();
            }
            else
            {
                WeaponsManager.WeaponReset();
            }


            // Select Weapon ByIndex
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                WeaponsManager.SelectWeaponByIndex(0);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                WeaponsManager.SelectWeaponByIndex(1);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                WeaponsManager.SelectWeaponByIndex(2);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha4))
            {
                WeaponsManager.SelectWeaponByIndex(3);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha5))
            {
                WeaponsManager.SelectWeaponByIndex(4);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha6))
            {
                WeaponsManager.SelectWeaponByIndex(5);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha7))
            {
                WeaponsManager.SelectWeaponByIndex(6);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha8))
            {
                WeaponsManager.SelectWeaponByIndex(7);
            }
            else if (Input.GetKeyDown(KeyCode.Alpha9))
            {
                WeaponsManager.SelectWeaponByIndex(8);
            }
        }