/// <summary> /// Initializes the perspective-specific <see cref="GameControlKeys"/>. /// </summary> static void InitPerspectiveSpecificKeys() { _moveUp = new GameControlKeys("Move Up", SKC("MoveUp"), SKC("MoveDown")); _moveDown = new GameControlKeys("Move Down", SKC("MoveDown"), SKC("MoveUp")); _moveStopHorizontal = new GameControlKeys("Move Stop Horizontal", null, _moveLeft.KeysDown.Concat(_moveRight.KeysDown)); _moveStopVertical = new GameControlKeys("Move Stop Vertical", null, _moveUp.KeysDown.Concat(_moveDown.KeysDown)); _moveStop = new GameControlKeys("Move Stop", null, _moveLeft.KeysDown.Concat(_moveRight.KeysDown).Concat(_moveUp.KeysDown).Concat(_moveDown.KeysDown)); }
/// <summary> /// Creates a new <see cref="GameControl"/> and adds it to this <see cref="GameControlCollection"/>. /// </summary> /// <param name="keys">The <see cref="GameControlKeys"/>.</param> /// <param name="delay">The delay.</param> /// <param name="additionalRequirements">The additional requirements.</param> /// <param name="invokeHandler">The invoke handler.</param> /// <returns> /// The instance of the created <see cref="GameControl"/> that was added to this /// <see cref="GameControlCollection"/>. /// </returns> public GameControl CreateAndAdd(GameControlKeys keys, int delay, Func <bool> additionalRequirements, TypedEventHandler <GameControl> invokeHandler) { var c = new GameControl(keys) { Delay = delay, AdditionalRequirements = additionalRequirements }; c.Invoked += invokeHandler; Add(c); return(c); }
/// <summary> /// Initializes the <see cref="GameControlsKeys"/> class. /// </summary> static GameControlsKeys() { // Create the GameControlKeys with the default keys _moveLeft = new GameControlKeys("Move Left", SKC("MoveLeft"), SKC("MoveRight")); _moveRight = new GameControlKeys("Move Right", SKC("MoveRight"), SKC("MoveLeft")); _attack = new GameControlKeys("Attack", SKC("Attack")); _useWorld = new GameControlKeys("Use World", SKC("UseWorld")); _useShop = new GameControlKeys("Use Shop", SKC("UseShop")); _talkToNPC = new GameControlKeys("Talk To NPC", SKC("TalkToNPC")); _pickUp = new GameControlKeys("Pick Up", SKC("PickUp")); var emoteKeysDown = SKCs("Emote_Modifier1", "Emote_Modifier2"); _emoteEllipsis = new GameControlKeys("Emote Ellipsis", emoteKeysDown, null, SKCs("EmoteEllipsis")); _emoteExclamation = new GameControlKeys("Emote Exclamation", emoteKeysDown, null, SKCs("EmoteExclamation")); _emoteHeartbroken = new GameControlKeys("Emote Heartbroken", emoteKeysDown, null, SKCs("EmoteHeartbroken")); _emoteHearts = new GameControlKeys("Emote Hearts", emoteKeysDown, null, SKCs("EmoteHearts")); _emoteMeat = new GameControlKeys("Emote Meat", emoteKeysDown, null, SKCs("EmoteMeat")); _emoteQuestion = new GameControlKeys("Emote Question", emoteKeysDown, null, SKCs("EmoteQuestion")); _emoteSweat = new GameControlKeys("Emote Sweat", emoteKeysDown, null, SKCs("EmoteSweat")); var quickBarKeysDown = SKCs("QuickBarItem_Modifier1", "QuickBarItem_Modifier2"); _quickBarItem0 = new GameControlKeys("Quick bar item 0", quickBarKeysDown, null, SKCs("QuickBarItem0")); _quickBarItem1 = new GameControlKeys("Quick bar item 1", quickBarKeysDown, null, SKCs("QuickBarItem1")); _quickBarItem2 = new GameControlKeys("Quick bar item 2", quickBarKeysDown, null, SKCs("QuickBarItem2")); _quickBarItem3 = new GameControlKeys("Quick bar item 3", quickBarKeysDown, null, SKCs("QuickBarItem3")); _quickBarItem4 = new GameControlKeys("Quick bar item 4", quickBarKeysDown, null, SKCs("QuickBarItem4")); _quickBarItem5 = new GameControlKeys("Quick bar item 5", quickBarKeysDown, null, SKCs("QuickBarItem5")); _quickBarItem6 = new GameControlKeys("Quick bar item 6", quickBarKeysDown, null, SKCs("QuickBarItem6")); _quickBarItem7 = new GameControlKeys("Quick bar item 7", quickBarKeysDown, null, SKCs("QuickBarItem7")); _quickBarItem8 = new GameControlKeys("Quick bar item 8", quickBarKeysDown, null, SKCs("QuickBarItem8")); _quickBarItem9 = new GameControlKeys("Quick bar item 9", quickBarKeysDown, null, SKCs("QuickBarItem9")); var windowKeysDown = SKCs("Window_Modifier1", "Window_Modifier2"); _windowStats = new GameControlKeys("Stats window", windowKeysDown, null, SKCs("Window_Stats")); _windowSkills = new GameControlKeys("Skills window", windowKeysDown, null, SKCs("Window_Skills")); _windowInventory = new GameControlKeys("Inventory window", windowKeysDown, null, SKCs("Window_Inventory")); _windowEquipped = new GameControlKeys("Equipped window", windowKeysDown, null, SKCs("Window_Equipped")); _windowGuild = new GameControlKeys("Guild window", windowKeysDown, null, SKCs("Window_Guild")); // Initialize the keys specific to the perspective being used InitPerspectiveSpecificKeys(); }
/// <summary> /// Initializes a new instance of the <see cref="GameControl"/> class. /// </summary> /// <param name="keys">The <see cref="GameControlKeys"/>.</param> public GameControl(GameControlKeys keys) { GameControlKeys = keys; }
/// <summary> /// Initializes the perspective-specific <see cref="GameControlKeys"/>. /// </summary> static void InitPerspectiveSpecificKeys() { _jump = new GameControlKeys("Jump", SKC("MoveUp")); _moveStop = new GameControlKeys("Move Stop", null, _moveLeft.KeysDown.Concat(_moveRight.KeysDown)); }