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C# ControlScheme类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中ControlScheme的典型用法代码示例。如果您正苦于以下问题:C# ControlScheme类的具体用法?C# ControlScheme怎么用?C# ControlScheme使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



ControlScheme类属于命名空间,在下文中一共展示了ControlScheme类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Action

    public List<ControlKey> Keys;// = new List<ControlKey>();

    public Action(ControlScheme scheme, string name = "defaultAction")//:base(scheme, name)
    {
        Keys = new List<ControlKey>();

        this.scheme = scheme;
        this.Name = name;
    }
开发者ID:Bahamutho,项目名称:GJ04-ST.-STELF-EALTH,代码行数:9,代码来源:Action.cs


示例2: Axis

    public Axis(ControlScheme scheme, string name = "defaultAxis")
        //: base(scheme, name)
    {
        AxisKeys = new List<AxisKey>();

        this.scheme = scheme;
        this.Name = name;
    }
开发者ID:Bahamutho,项目名称:GJ04-ST.-STELF-EALTH,代码行数:8,代码来源:Axis.cs


示例3: PlayerData

 public PlayerData(int id, int carType, ControlScheme ctrlScheme, PlayerType playerType)
 {
     _carType = carType;
     _ctrlScheme = ctrlScheme;
     _playerType = playerType;
     _lives = 10;
     ID = id;
 }
开发者ID:JeanPascalEvette,项目名称:DodgeThisRacing,代码行数:8,代码来源:PlayerData.cs


示例4: Start

 // Use this for initialization
 void Start()
 {
     controlScheme = ControlManager.Instance.ControlSchemes[0];
     InstrumentInHand = ((GameObject)GameObject.Instantiate(InstrumentsInCollection.First().gameObject)).GetComponent<Instrument>();
     InstrumentInHand.gameObject.SetActive(true);
     InstrumentInHand.transform.position = transform.position;
     InstrumentInHand.transform.parent = transform;
     player = transform.parent.Find("PlayerCharacter");
 }
开发者ID:Bahamutho,项目名称:GJ01-Jazz-Climbing,代码行数:10,代码来源:InstrumentManager.cs


示例5: Start

    // Use this for initialization
    void Start()
    {
        movPhysics = this.GetComponent<DirectMovementPhysics>();
        spellController = this.GetComponent<SpellController>();
        stats = this.GetComponent<Stats>();

        controlScheme = ControlManager.GetControlScheme(1);
        //Spells = new List<ISpellBase>();
        //Actions = new List<Action>();
    }
开发者ID:Bahamutho,项目名称:GJ03-ParagonShmup,代码行数:11,代码来源:PlayerController.cs


示例6: GetDirection

    public static Vector2 GetDirection(ControlScheme controlScheme)
    {
        if (!controlsEnabled)
            return Vector2.zero;

        Vector2 direction = Vector2.zero;

        switch (controlScheme)
        {
            case ControlScheme.KeyboardZQSD:
                if (Input.GetKey(KeyCode.Z))
                    direction.y = 1;
                else if (Input.GetKey(KeyCode.S))
                    direction.y = -1;
                if (Input.GetKey(KeyCode.Q))
                    direction.x = -1;
                else if (Input.GetKey(KeyCode.D))
                    direction.x = 1;
                break;
            case ControlScheme.KeyboardOKLM:
                if (Input.GetKey(KeyCode.O))
                    direction.y = 1;
                else if (Input.GetKey(KeyCode.L))
                    direction.y = -1;
                if (Input.GetKey(KeyCode.K))
                    direction.x = -1;
                else if (Input.GetKey(KeyCode.M))
                    direction.x = 1;
                break;
            case ControlScheme.Keyboard5123:
                if (Input.GetKey(KeyCode.Keypad5))
                    direction.y = 1;
                else if (Input.GetKey(KeyCode.Keypad2))
                    direction.y = -1;
                if (Input.GetKey(KeyCode.Keypad1))
                    direction.x = -1;
                else if (Input.GetKey(KeyCode.Keypad3))
                    direction.x = 1;
                break;
            case ControlScheme.Gamepad1:
                direction = GetJoystickAxis(1);
                break;
            case ControlScheme.Gamepad2:
                direction = GetJoystickAxis(2);
                break;
            case ControlScheme.Gamepad3:
                direction = GetJoystickAxis(3);
                break;
            default:
                break;
        }

        return direction;
    }
开发者ID:julesbriquet,项目名称:Almarach,代码行数:54,代码来源:Controls.cs


示例7: changeControlScheme

 //Cycle through control schemes.
 public void changeControlScheme()
 {
     if ((int)controlScheme == 5)
     {
         controlScheme = ControlScheme.Unspecified;
     }
     else
     {
         controlScheme = (ControlScheme)((int)controlScheme + 1);
     }
 }
开发者ID:EnigmaBADGER,项目名称:DropTheGoat,代码行数:12,代码来源:Player.cs


示例8: Update

    public void Update(ControlScheme inputScheme = null)
    {
        if (scheme == null && inputScheme != null)
            scheme = inputScheme;

        foreach (ControlKey key in Keys)
        {
            key.LastState   = key.CurState;
            key.CurState    = IsCKDown(key);
            
            if(key.LastState && scheme != null)
                scheme.InputType = key.Type;
        }
    }
开发者ID:Bahamutho,项目名称:GJ04-ST.-STELF-EALTH,代码行数:14,代码来源:Action.cs


示例9: Start

	// Use this for initialization
	void Start ()
    {
        cc = gameObject.GetComponent<Iso2DCharacterController>();

        if (ControlScheme == null)
        {
            ControlScheme = ControlScheme.CreateScheme<PlayerActions>();
            ControlScheme.Actions[(int)PlayerActions.PickPocket].Keys.Add(ControlKey.PCKey(KeyCode.Space));
            ControlScheme.Actions[(int)PlayerActions.PickPocket].Keys.Add(ControlKey.XboxButton(XboxCtrlrInput.XboxButton.A));
            ControlScheme.Actions[(int)PlayerActions.Dance].Keys.Add(ControlKey.PCKey(KeyCode.Q));
            ControlScheme.Actions[(int)PlayerActions.Dance].Keys.Add(ControlKey.XboxButton(XboxCtrlrInput.XboxButton.B));
            ScriptableObjectHelper.SaveAssetAutoNaming(ControlScheme);
            //ControlScheme.hideFlags = HideFlags.DontSave;

        }
	}
开发者ID:Bahamutho,项目名称:GJ04-ST.-STELF-EALTH,代码行数:17,代码来源:Iso2DPlayerController.cs


示例10: CheckInPlayer

    void CheckInPlayer(ControlScheme scheme)
    {
        var newPlayer = new Player() { id = players.Count + 1, controls = scheme };
        players.Add(newPlayer);

        bool isPad = scheme.ToString().StartsWith("Gamepad");

        // show his key mapping :
        schemeSelection[newPlayer.id - 1].GetComponent<Image>().overrideSprite =
            buttonConfigs[(newPlayer.id - 1) * 4 + GetMappingIndex(scheme)];
        //if (isPad)
        //    playerGamepadMappings[newPlayer.id - 1].gameObject.SetActive(true);
        //else
        //    playerKeyMappings[newPlayer.id - 1].gameObject.SetActive(true);

        playerOverlays[newPlayer.id - 1].gameObject.SetActive(true);
    }
开发者ID:julesbriquet,项目名称:Almarach,代码行数:17,代码来源:ControlsSelection.cs


示例11: Start

	// Use this for initialization
	void Start () 
    {
        cc = gameObject.GetComponent<SimpleIsoCharacterController>();
        pp = gameObject.GetComponent<PickPocket>();
        anim = new AnimationSwapAnimatorWrapper(gameObject);

        if(ControlScheme == null)
        {
            ControlScheme = ControlScheme.CreateScheme<PlayerActions>();
            ControlScheme.Actions[(int)PlayerActions.PickPocket].Keys.Add(ControlKey.PCKey(KeyCode.Space));
            ControlScheme.Actions[(int)PlayerActions.PickPocket].Keys.Add(ControlKey.XboxButton(XboxCtrlrInput.XboxButton.A));

            ScriptableObjectHelper.SaveAssetAutoNaming(ControlScheme);
            //ControlScheme.hideFlags = HideFlags.DontSave;

        }
        
	}
开发者ID:Bahamutho,项目名称:GJ04-ST.-STELF-EALTH,代码行数:19,代码来源:PlayerControl.cs


示例12: SelectControlsCoroutine

 private IEnumerator SelectControlsCoroutine()
 {
     while (true)
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             _selectedControl = ControlScheme.Keyboard;
             StartCoroutine(FadeOutTitleCoroutine());
             yield break;
         }
         if (STMReceiver.Instance.Buttons.BreakButtonDown)
         {
             _selectedControl = ControlScheme.Stm;
             StartCoroutine(FadeOutTitleCoroutine());
             yield break;
         }
         yield return null;
     }
 }
开发者ID:ksanu,项目名称:SuperTrackMayhem,代码行数:19,代码来源:StartingSequence.cs


示例13: ChooseCharacter

    void ChooseCharacter(ControlScheme scheme, float leftRight)
    {
        var player = players.First(p => p.controls == scheme);
        var rect = playerOverlays[player.id - 1].gameObject.GetComponent<RectTransform>();

        var currentPos = rect.anchorMax;
        if (leftRight < 0)
        {
            //move left
            _audioSource.PlayOneShot(moveSound);
            currentPos.x = currentPos.x == 0f ? 1f : currentPos.x - 0.5f;
        }
        else
        {
            //move right
            _audioSource.PlayOneShot(moveSound);
            currentPos.x = currentPos.x == 1f ? 0f : currentPos.x + 0.5f;
        }
        rect.anchorMax = currentPos;
        rect.anchorMin = currentPos;
    }
开发者ID:julesbriquet,项目名称:Almarach,代码行数:21,代码来源:ControlsSelection.cs


示例14: UsePowerUp

    public static bool UsePowerUp(ControlScheme controlScheme)
    {
        if (!controlsEnabled)
            return false;

        switch (controlScheme)
        {
            case ControlScheme.KeyboardZQSD:
                return Input.GetKey(KeyCode.LeftShift);
            case ControlScheme.KeyboardOKLM:
                return Input.GetKey(KeyCode.Return);
            case ControlScheme.Keyboard5123:
                return Input.GetKey(KeyCode.KeypadEnter);
            case ControlScheme.Gamepad1:
                return GetJoystickButton(1);
            case ControlScheme.Gamepad2:
                return GetJoystickButton(2);
            case ControlScheme.Gamepad3:
                return GetJoystickButton(3);
        }
        return false;
    }
开发者ID:julesbriquet,项目名称:Almarach,代码行数:22,代码来源:Controls.cs


示例15: Tank

        public Tank(int playerIndex, Vector2 position, int team, ControlScheme controlScheme, Rectangle screenBounds)
            : base("Sprites", position, Map.TileSize, Map.TileSize, true, SpriteHelper.GetDefaultDepth(SpriteHelper.SpriteDepth.Middle))
        {
            _playerIndex = playerIndex;
            _team = team;
            _screenBounds = screenBounds;
            _usedControlScheme = controlScheme;
            if ((int)_usedControlScheme > 2)
            {
                _gamePadIndex = (PlayerIndex)_usedControlScheme - 3;
            }

            //Cannon
            SetOrigin(16, 16);
            cannon = new Sprite("Sprites", position, 26, 16, false, SpriteHelper.GetDefaultDepth(SpriteHelper.SpriteDepth.Middle) + 0.1f);
            cannon.SetTextureRectangle(new Rectangle(96 + (32 * _team), 64, 26, 16));
            cannon.SetOrigin(8f, 8f);
            cannon.position = position;
            _spriteOverlays.Add(cannon);

            //Animation
            AddAnimationState(new SpriteState("MovingHorizontal", SpriteHelper.GetSpriteRectangleStrip(32, 32, 0, 3 + _team, 3 + _team, 0, 2), _animationSpeed));
            _orientation = new Vector2(1, 0);
            _currentAnimationState = "MovingHorizontal";
            SetCurrentAnimationState(_currentAnimationState);
            InitiateAnimationStates();

            //Statbar
            statsBarPosition = new Vector2(20 + (playerIndex * 290), 24);
            if (playerIndex > 1)
            {
                statsBarPosition.X -= 90;
            }
            tankSprite = new Sprite("Sprites", (int)statsBarPosition.X, (int)statsBarPosition.Y, new Rectangle(96 + (32 * team), 112, 32, 32), 1);
            _healthBar = new HealthBar((int)statsBarPosition.X + 42, (int)statsBarPosition.Y, 116, 30, Color.Green, Color.Red, Color.Black);
            powerupRectangle = new Sprite("Sprites", _healthBar.x+100+32,21, 1);
            powerupRectangle.SetTextureRectangle(new Rectangle(0, 176, 36, 36));
        }
开发者ID:kralle333,项目名称:TankGame,代码行数:38,代码来源:Tank.cs


示例16: Awake

    // Use this for initialization
    void Awake()
    {
        platformer = GetComponent<PlatformerPhysics>();

        #region Controls

        if (ControlScheme == null)
        {
            ControlScheme = ControlScheme.CreateScheme<JazzClimbingPlayerActions>();

            // Make this into a nice function
            ControlScheme.Actions[(int)JazzClimbingPlayerActions.Jump].Keys.Add(ControlKey.PCKey(KeyCode.Space));
            ControlScheme.Actions[(int)JazzClimbingPlayerActions.Jump].Keys.Add(ControlKey.XboxButton(XboxCtrlrInput.XboxButton.A));

            ControlScheme.Actions[(int)JazzClimbingPlayerActions.PlayInstrument].Keys.Add(ControlKey.PCKey(KeyCode.E));
            ControlScheme.Actions[(int)JazzClimbingPlayerActions.PlayInstrument].Keys.Add(ControlKey.XboxButton(XboxCtrlrInput.XboxButton.B));
        }

        ControlManager.Instance.ControlSchemes[0] = ControlScheme;

        DontDestroyOnLoad(ControlManager.Instance);

        #endregion
    }
开发者ID:Bahamutho,项目名称:GJ01-Jazz-Climbing,代码行数:25,代码来源:PlayerController.cs


示例17: ProcessOthers

	/// <summary>
	/// Process keyboard and joystick events.
	/// </summary>

	public void ProcessOthers ()
	{
		currentTouchID = -100;
		currentTouch = controller;

		bool submitKeyDown = false;
		bool submitKeyUp = false;

		if (submitKey0 != KeyCode.None && Input.GetKeyDown(submitKey0))
		{
			currentKey = submitKey0;
			submitKeyDown = true;
		}

		if (submitKey1 != KeyCode.None && Input.GetKeyDown(submitKey1))
		{
			currentKey = submitKey1;
			submitKeyDown = true;
		}

		if (submitKey0 != KeyCode.None && Input.GetKeyUp(submitKey0))
		{
			currentKey = submitKey0;
			submitKeyUp = true;
		}

		if (submitKey1 != KeyCode.None && Input.GetKeyUp(submitKey1))
		{
			currentKey = submitKey1;
			submitKeyUp = true;
		}

		if (submitKeyDown || submitKeyUp)
		{
			currentScheme = ControlScheme.Controller;
			currentTouch.last = currentTouch.current;
			currentTouch.current = mCurrentSelection;
			ProcessTouch(submitKeyDown, submitKeyUp);
			currentTouch.last = null;
		}

		int vertical = 0;
		int horizontal = 0;

		if (useKeyboard)
		{
			if (inputHasFocus)
			{
				vertical += GetDirection(KeyCode.UpArrow, KeyCode.DownArrow);
				horizontal += GetDirection(KeyCode.RightArrow, KeyCode.LeftArrow);
			}
			else
			{
				vertical += GetDirection(KeyCode.W, KeyCode.UpArrow, KeyCode.S, KeyCode.DownArrow);
				horizontal += GetDirection(KeyCode.D, KeyCode.RightArrow, KeyCode.A, KeyCode.LeftArrow);
			}
		}

		if (useController)
		{
			if (!string.IsNullOrEmpty(verticalAxisName)) vertical += GetDirection(verticalAxisName);
			if (!string.IsNullOrEmpty(horizontalAxisName)) horizontal += GetDirection(horizontalAxisName);
		}

		// Send out key notifications
		if (vertical != 0)
		{
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", vertical > 0 ? KeyCode.UpArrow : KeyCode.DownArrow);
		}
		
		if (horizontal != 0)
		{
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", horizontal > 0 ? KeyCode.RightArrow : KeyCode.LeftArrow);
		}
		
		if (useKeyboard && Input.GetKeyDown(KeyCode.Tab))
		{
			currentKey = KeyCode.Tab;
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", KeyCode.Tab);
		}

		// Send out the cancel key notification
		if (cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0))
		{
			currentKey = cancelKey0;
			currentScheme = ControlScheme.Controller;
			Notify(mCurrentSelection, "OnKey", KeyCode.Escape);
		}

		if (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1))
		{
			currentKey = cancelKey1;
			currentScheme = ControlScheme.Controller;
//.........这里部分代码省略.........
开发者ID:satela,项目名称:xjhU3d,代码行数:101,代码来源:UICamera.cs


示例18: ProcessTouches

	/// <summary>
	/// Update touch-based events.
	/// </summary>

	public void ProcessTouches ()
	{
		currentScheme = ControlScheme.Touch;

		for (int i = 0; i < Input.touchCount; ++i)
		{
			Touch touch = Input.GetTouch(i);

			currentTouchID = allowMultiTouch ? touch.fingerId : 1;
			currentTouch = GetTouch(currentTouchID);

			bool pressed = (touch.phase == TouchPhase.Began) || currentTouch.touchBegan;
			bool unpressed = (touch.phase == TouchPhase.Canceled) || (touch.phase == TouchPhase.Ended);
			currentTouch.touchBegan = false;

			// Although input.deltaPosition can be used, calculating it manually is safer (just in case)
			currentTouch.delta = pressed ? Vector2.zero : touch.position - currentTouch.pos;
			currentTouch.pos = touch.position;

			// Raycast into the screen
			if (!Raycast(currentTouch.pos)) hoveredObject = fallThrough;
			if (hoveredObject == null) hoveredObject = genericEventHandler;
			currentTouch.last = currentTouch.current;
			currentTouch.current = hoveredObject;
			lastTouchPosition = currentTouch.pos;

			// We don't want to update the last camera while there is a touch happening
			if (pressed) currentTouch.pressedCam = currentCamera;
			else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;

			// Double-tap support
			if (touch.tapCount > 1) currentTouch.clickTime = RealTime.time;

			// Process the events from this touch
			ProcessTouch(pressed, unpressed);

			// If the touch has ended, remove it from the list
			if (unpressed) RemoveTouch(currentTouchID);
			currentTouch.last = null;
			currentTouch = null;

			// Don't consider other touches
			if (!allowMultiTouch) break;
		}

		if (Input.touchCount == 0)
		{
			if (useMouse) ProcessMouse();
#if UNITY_EDITOR
			else ProcessFakeTouches();
#endif
		}
	}
开发者ID:satela,项目名称:xjhU3d,代码行数:57,代码来源:UICamera.cs


示例19: ProcessMouse

	/// <summary>
	/// Update mouse input.
	/// </summary>

	public void ProcessMouse ()
	{
		// Update the position and delta
		lastTouchPosition = Input.mousePosition;
		mMouse[0].delta = lastTouchPosition - mMouse[0].pos;
		mMouse[0].pos = lastTouchPosition;
		bool posChanged = mMouse[0].delta.sqrMagnitude > 0.001f;

		// Propagate the updates to the other mouse buttons
		for (int i = 1; i < 3; ++i)
		{
			mMouse[i].pos = mMouse[0].pos;
			mMouse[i].delta = mMouse[0].delta;
		}

		// Is any button currently pressed?
		bool isPressed = false;
		bool justPressed = false;

		for (int i = 0; i < 3; ++i)
		{
			if (Input.GetMouseButtonDown(i))
			{
				currentScheme = ControlScheme.Mouse;
				justPressed = true;
				isPressed = true;
			}
			else if (Input.GetMouseButton(i))
			{
				currentScheme = ControlScheme.Mouse;
				isPressed = true;
			}
		}

		// No need to perform raycasts every frame
		if (isPressed || posChanged || mNextRaycast < RealTime.time)
		{
			mNextRaycast = RealTime.time + 0.02f;
			if (!Raycast(Input.mousePosition)) hoveredObject = fallThrough;
			if (hoveredObject == null) hoveredObject = genericEventHandler;
			for (int i = 0; i < 3; ++i) mMouse[i].current = hoveredObject;
		}

		bool highlightChanged = (mMouse[0].last != mMouse[0].current);
		if (highlightChanged) currentScheme = ControlScheme.Mouse;

		if (isPressed)
		{
			// A button was pressed -- cancel the tooltip
			mTooltipTime = 0f;
		}
		else if (posChanged && (!stickyTooltip || highlightChanged))
		{
			if (mTooltipTime != 0f)
			{
				// Delay the tooltip
				mTooltipTime = RealTime.time + tooltipDelay;
			}
			else if (mTooltip != null)
			{
				// Hide the tooltip
				ShowTooltip(false);
			}
		}

		// The button was released over a different object -- remove the highlight from the previous
		if ((justPressed || !isPressed) && mHover != null && highlightChanged)
		{
			currentScheme = ControlScheme.Mouse;
			if (mTooltip != null) ShowTooltip(false);
			Notify(mHover, "OnHover", false);
			mHover = null;
		}

		// Process all 3 mouse buttons as individual touches
		for (int i = 0; i < 3; ++i)
		{
			bool pressed = Input.GetMouseButtonDown(i);
			bool unpressed = Input.GetMouseButtonUp(i);

			if (pressed || unpressed) currentScheme = ControlScheme.Mouse;

			currentTouch = mMouse[i];
			currentTouchID = -1 - i;
			currentKey = KeyCode.Mouse0 + i;
	
			// We don't want to update the last camera while there is a touch happening
			if (pressed) currentTouch.pressedCam = currentCamera;
			else if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;
	
			// Process the mouse events
			ProcessTouch(pressed, unpressed);
			currentKey = KeyCode.None;
		}
		currentTouch = null;

//.........这里部分代码省略.........
开发者ID:satela,项目名称:xjhU3d,代码行数:101,代码来源:UICamera.cs


示例20: Update

	/// <summary>
	/// Check the input and send out appropriate events.
	/// </summary>

	void Update ()
	{
		// Only the first UI layer should be processing events
#if UNITY_EDITOR
		if (!Application.isPlaying || !handlesEvents) return;
#else
		if (!handlesEvents) return;
#endif
		current = this;

		// Process touch events first
		if (useTouch) ProcessTouches ();
		else if (useMouse) ProcessMouse();

		// Custom input processing
		if (onCustomInput != null) onCustomInput();

		// Clear the selection on the cancel key, but only if mouse input is allowed
		if (useMouse && mCurrentSelection != null)
		{
			if (cancelKey0 != KeyCode.None && Input.GetKeyDown(cancelKey0))
			{
				currentScheme = ControlScheme.Controller;
				currentKey = cancelKey0;
				selectedObject = null;
			}
			else if (cancelKey1 != KeyCode.None && Input.GetKeyDown(cancelKey1))
			{
				currentScheme = ControlScheme.Controller;
				currentKey = cancelKey1;
				selectedObject = null;
			}
		}

		// If nothing is selected, input focus is lost
		if (mCurrentSelection == null) inputHasFocus = false;

		// Update the keyboard and joystick events
		if (mCurrentSelection != null) ProcessOthers();

		// If it's time to show a tooltip, inform the object we're hovering over
		if (useMouse && mHover != null)
		{
			float scroll = !string.IsNullOrEmpty(scrollAxisName) ? Input.GetAxis(scrollAxisName) : 0f;
			if (scroll != 0f) Notify(mHover, "OnScroll", scroll);

			if (showTooltips && mTooltipTime != 0f && (mTooltipTime < RealTime.time ||
				Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
			{
				mTooltip = mHover;
				ShowTooltip(true);
			}
		}
		current = null;
	}
开发者ID:satela,项目名称:xjhU3d,代码行数:59,代码来源:UICamera.cs



注:本文中的ControlScheme类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# ControlState类代码示例发布时间:2022-05-24
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