public InputManager(InputConfiguration config, IEngineBehaviour engineBehaviour) { this.config = config; this.engineBehaviour = engineBehaviour; samplersMap = new Dictionary <string, InputSampler>(System.StringComparer.Ordinal); blockingUIs = new Dictionary <IManagedUI, string[]>(); blockedSamplers = new HashSet <string>(); }
/// <param name="config">Input manager configuration asset.</param> /// <param name="binding">Binding to trigger input.</param> /// <param name="objectTriggers">Objects to trigger input.</param> public InputSampler(InputConfiguration config, InputBinding binding, IEnumerable <GameObject> objectTriggers) { Binding = binding; this.config = config; this.objectTriggers = objectTriggers != null ? new HashSet <GameObject>(objectTriggers) : new HashSet <GameObject>(); #if ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_AVAILABLE if (ObjectUtils.IsValid(config.InputActions)) { inputAction = config.InputActions.FindActionMap("Naninovel")?.FindAction(binding.Name); } inputAction?.Enable(); #endif }
public InputManager(InputConfiguration config) { Configuration = config; }
public InputManager(InputConfiguration config, IEngineBehaviour engineBehaviour) { Configuration = config; this.engineBehaviour = engineBehaviour; }