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using System;
using InControl;
using UnityEngine;
using UnityEngine.EventSystems;
public class MenuControllerHandler : MonoBehaviour
{
public enum MenuControl
{
Controller,
Mouse,
Unassigned
}
public static MenuControl menuControl;
public MenuControl lastMenuControl;
public Action<MenuControl> switchControlAction;
public static MenuControllerHandler instance;
private void Awake()
{
instance = this;
}
private void Start()
{
Switch();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
menuControl = MenuControl.Mouse;
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
menuControl = MenuControl.Mouse;
}
for (int i = 0; i < InputManager.ActiveDevices.Count; i++)
{
InputDevice inputDevice = InputManager.ActiveDevices[i];
if (!inputDevice.AnyButtonWasPressed && !(Mathf.Abs(inputDevice.LeftStick.Value.y) > 0.1f))
{
continue;
}
menuControl = MenuControl.Controller;
if (EventSystem.current.currentSelectedGameObject.activeInHierarchy)
{
continue;
}
ListMenuButton[] array = UnityEngine.Object.FindObjectsOfType<ListMenuButton>();
for (int j = 0; j < array.Length; j++)
{
if (array[j].enabled)
{
ListMenu.instance.SelectButton(array[j]);
}
}
}
if (menuControl != lastMenuControl)
{
Switch();
}
lastMenuControl = menuControl;
}
private void Switch()
{
switchControlAction?.Invoke(menuControl);
}
}
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