public void ExitLockSection(InputAtomLock @lock) { if (current_lock == @lock) { is_in_lock_section = false; } }
private void Touch() { if (current_lock != null) { if (current_lock.IsActive() == false) { current_lock = null; } } }
public void EnterLockSection(InputAtomLock @lock) { if (current_lock != null) { if (@lock == current_lock) { is_in_lock_section = true; } } else { current_lock = @lock; } @lock.Touch(); }
static public T ProcessLockSection <T>(this GamepadBase item, GamepadComponentId component, InputAtomLock @lock, Operation <T> operation) { T to_return = default(T); item.ProcessLockSection(component, @lock, delegate() { to_return = operation(); }); return(to_return); }
static public void ProcessLockSection(this GamepadBase item, GamepadComponentId component, InputAtomLock @lock, Process process) { item.EnterLockSection(component, @lock); process(); item.ExitLockSection(component, @lock); }
static public void ExitLockSection(this GamepadBase item, GamepadComponentId component, InputAtomLock @lock) { item.GetComponent(component).ExitLockSection(@lock); }
public void ExitLockSection(InputAtomLock @lock) { GetAtom().ExitLockSection(@lock); }
public void EnterLockSection(InputAtomLock @lock) { GetAtom().EnterLockSection(@lock); }
static public void ExitLockSection(this GamepadBase item, IEnumerable <GamepadComponentId> components, InputAtomLock @lock) { components.Process(i => item.GetComponent(i).ExitLockSection(@lock)); }
public override void ExitLockSection(InputAtomLock @lock) { position.ExitLockSection(@lock); }
public void ExitLockSection(InputAtomLock @lock) { GetAtoms().Process(a => a.ExitLockSection(@lock)); }
public abstract void ExitLockSection(InputAtomLock @lock);