示例#1
0
		private static void OnInput_SkillSlot(InputManager.InputEvent e, System.Object[] args)
		{
			if (UniRPGGlobal.GUIConsumedInput) return;
			((Chara2_Player)UniRPGGlobal.Player).OnInput_UseSlot((int)args[0], e.isDouble);
		}
示例#2
0
	/// <summary>Used internally and called by the InputManager</summary>
	public void _SaveInputIdxCache(InputManager.InputIdxCache idx)
	{
		if (_idxCache == null) _idxCache = new List<InputManager.InputIdxCache>(0);
		_idxCache.Add(idx);
	}
示例#3
0
		// ================================================================================================================

		private static void OnInput_AWSDMovement(InputManager.InputEvent e, System.Object[] args)
		{
			if (UniRPGGlobal.GUIConsumedInput) return;
			((Chara2_Player)UniRPGGlobal.Player).OnInput_AWSDMovement((int)args[0]);
		}
示例#4
0
		private static void OnInput_ClearTarget(InputManager.InputEvent e, System.Object[] args)
		{
			if (UniRPGGlobal.GUIConsumedInput) return;
			((Chara2_Player)UniRPGGlobal.Player).OnInput_ClearTarget();
		}
示例#5
0
	public void ToggleJournal(InputManager.InputEvent e, System.Object[] args)
	{
		if (UniRPGGlobal.Instance.QuestListProvider != null) // not supposed to be null, but just in case
		{
			UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowJournal(UniRPGGlobal.Instance.QuestListProvider.QuestList());
		}
	}
示例#6
0
	public void ToggleSkillWindow(InputManager.InputEvent e, System.Object[] args)
	{
		UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowRightPanel(DefaultGameGUIData_MenuOption.MenuOption.Skills, true, true);
	}
示例#7
0
	public void ToggleCharacterSheet(InputManager.InputEvent e, System.Object[] args)
	{
		UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowLeftPanel(DefaultGameGUIData_MenuOption.MenuOption.Character, true, true);
	}
示例#8
0
	public void ToggleOptions(InputManager.InputEvent e, System.Object[] args)
	{
		UniRPGGlobal.GameGUIObject.GetComponent<DefaultGameGUI>().ShowCenterPanel(DefaultGameGUIData_MenuOption.MenuOption.Options, true, true);
	}
	// ================================================================================================================

	private static void OnInput_RotateCam(InputManager.InputEvent e, System.Object[] args)
	{
		// if this binder is active then it means that the camera associated 
		// with it is active so I can savely make this call
		((DefaultCam1)UniRPGGlobal.ActiveCamera).OnInput_UpdateRotation((int)args[0]);
	}