//List<ActionUnit> /// <summary> /// 初始化 /// </summary> public void Init(ActionUnit owner) { Owner = owner; _mInputStatesBase = new InputStateBase[2]; _mInputStatesBase[0] = InputStateBase.CreateStateByType(GameInputType.Move, KeyCode.None); _mInputStatesBase[1] = InputStateBase.CreateStateByType(GameInputType.Attack, KeyCode.J); }
void DrawState(InputStateBase[] statesBase) { for (int i = 0; i < statesBase.Length; i++) { EditorGUILayout.BeginHorizontal(); //GUILayout.Label(string.Format("Type : {0} State : {1} PressedTime : {2:F2} ReleasedTime : {3:F2}", statesBase[i].InputType, statesBase[i].State, statesBase[i].PressedTime, statesBase[i].ReleasedTime)); GUILayout.Label(string.Format("IsPress : {0} IsDown : {1} IsUp {2}", statesBase[i].IsPress, statesBase[i].IsDown, statesBase[i].IsUp)); EditorGUILayout.EndHorizontal(); } }
/// <summary> /// 获取一个InputKeyState实例 /// </summary> /// <param name="type">类型</param> /// <param name="stateBase">返回</param> /// <returns></returns> public bool TryGetKeycodeState(GameInputType type, out InputStateBase stateBase) { stateBase = GetKeycodeState(type); return(stateBase != null); }
void Start() { _mInputStateBase = InputManager.Instance.InputStatesBase[1]; }