protected override bool processInput(ControlScheme controlScheme) { bool anyKey = UnityEngine.Input.anyKey; mapResult.AnyKey.WasJustPressed = anyKey && !mapResult.AnyKey.IsHeld; mapResult.AnyKey.WasJustReleased = !anyKey && mapResult.AnyKey.IsHeld; mapResult.AnyKey.IsHeld = anyKey; return(mapResult.AnyKey.IsHeld || mapResult.AnyKey.WasJustReleased); }
public void Initialize(ControlScheme controlScheme, InputMapPriority inputMapPriority, KeyCodeRemapper keyCodeRemapper) { this.controlScheme = controlScheme; this.inputMapPriority = inputMapPriority; this.controlScheme.Initialize(keyCodeRemapper); foreach (InputMapLib priority in this.inputMapPriority.PriorityList) { priority.Initialize(); } }
public override bool ProcessInput(ControlScheme controlScheme) { bool flag = base.Enabled && processInput(controlScheme); if (flag) { handleInput(); } return(flag); }
public override bool ProcessInput(ControlScheme controlScheme) { if (!base.Enabled) { return(false); } bool flag = false; foreach (InputMapLib map in maps) { flag = map.ProcessInput(controlScheme) || flag; } return(flag || base.InputBlocker); }
public abstract void Populate(ControlScheme controlScheme);
public abstract bool ProcessInput(ControlScheme controlScheme);
protected abstract bool processInput(ControlScheme controlScheme);