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using UnityEngine;
namespace UnityEngine.Graphs.LogicGraph
{
public partial class InputNodes
{
public delegate void AxisDelegate (float value);
public delegate void MouseDelegate (Vector3 mousePosition);
[Logic]
[Title("Input/Get Button")]
public static void GetButton(string buttonName, Action onDown, Action onUp, Action down, Action up)
{
if (onDown != null && Input.GetButtonDown (buttonName))
onDown ();
if (onUp != null && Input.GetButtonUp (buttonName))
onUp ();
if (down != null || up != null)
{
var stateDelegate = Input.GetButton (buttonName) ? down : up;
if (stateDelegate != null)
stateDelegate ();
}
}
[Logic]
[Title("Input/Get Mouse Button")]
public static void GetMouseButton (int mouseButton, MouseDelegate onDown, MouseDelegate onUp, MouseDelegate down, MouseDelegate up)
{
if (onDown != null && Input.GetMouseButtonDown(mouseButton))
onDown(Input.mousePosition);
if (onUp != null && Input.GetMouseButtonUp(mouseButton))
onUp(Input.mousePosition);
if (down != null || up != null)
{
MouseDelegate stateDelegate = Input.GetMouseButton(mouseButton) ? down : up;
if (stateDelegate != null)
stateDelegate(Input.mousePosition);
}
}
[Logic]
[Title("Input/Get Key")]
public static void GetKey(KeyCode key, Action onDown, Action onUp, Action down, Action up)
{
if (onDown != null && Input.GetKeyDown (key))
onDown ();
if (onUp != null && Input.GetKeyUp (key))
onUp ();
if (down != null || up != null)
{
var stateDelegate = Input.GetKey (key) ? down : up;
if (stateDelegate != null)
stateDelegate ();
}
}
[Logic]
[Title("Input/Get Axis")]
public static void GetAxis(string axisName, AxisDelegate down, AxisDelegate up)
{
AxisDelegate stateDelegate = Input.GetButton (axisName) ? down : up;
if (stateDelegate != null)
stateDelegate (Input.GetAxis (axisName));
}
[LogicEval]
[Title("Input/Mouse Position")]
[return: Title("Mouse Position")]
public static Vector3 MousePosition ()
{
return Input.mousePosition;
}
}
}
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