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Diffstat (limited to 'Valheim_r202102_v0.141.2/Valheim/assembly_guiutils/UIGamePad.cs')
-rw-r--r--Valheim_r202102_v0.141.2/Valheim/assembly_guiutils/UIGamePad.cs89
1 files changed, 0 insertions, 89 deletions
diff --git a/Valheim_r202102_v0.141.2/Valheim/assembly_guiutils/UIGamePad.cs b/Valheim_r202102_v0.141.2/Valheim/assembly_guiutils/UIGamePad.cs
deleted file mode 100644
index 1bab59e..0000000
--- a/Valheim_r202102_v0.141.2/Valheim/assembly_guiutils/UIGamePad.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using UnityEngine;
-using UnityEngine.UI;
-
-public class UIGamePad : MonoBehaviour
-{
- public KeyCode m_keyCode;
-
- public string m_zinputKey;
-
- public GameObject m_hint;
-
- private Button m_button;
-
- private Toggle m_toggle;
-
- private UIGroupHandler m_group;
-
- private static int m_lastInteractFrame;
-
- private void Start()
- {
- m_group = GetComponentInParent<UIGroupHandler>();
- m_button = GetComponent<Button>();
- m_toggle = GetComponent<Toggle>();
- if ((bool)m_hint)
- {
- m_hint.SetActive(value: false);
- }
- }
-
- private bool IsInteractive()
- {
- if (m_button != null && !m_button.IsInteractable())
- {
- return false;
- }
- if ((bool)m_toggle)
- {
- if (!m_toggle.IsInteractable())
- {
- return false;
- }
- if ((bool)m_toggle.group && !m_toggle.group.allowSwitchOff && m_toggle.isOn)
- {
- return false;
- }
- }
- if ((bool)m_group && !m_group.IsActive())
- {
- return false;
- }
- return true;
- }
-
- private void Update()
- {
- bool flag = IsInteractive();
- if ((bool)m_hint)
- {
- m_hint.SetActive(flag && ZInput.IsGamepadActive());
- }
- if (flag && Time.frameCount - m_lastInteractFrame >= 2 && ButtonPressed())
- {
- m_lastInteractFrame = Time.frameCount;
- ZLog.Log("Button pressed " + base.gameObject.name + " frame:" + Time.frameCount);
- if (m_button != null)
- {
- m_button.OnSubmit(null);
- }
- if (m_toggle != null)
- {
- m_toggle.OnSubmit(null);
- }
- }
- }
-
- private bool ButtonPressed()
- {
- if (!string.IsNullOrEmpty(m_zinputKey) && ZInput.GetButtonDown(m_zinputKey))
- {
- return true;
- }
- if (m_keyCode != 0 && Input.GetKeyDown(m_keyCode))
- {
- return true;
- }
- return false;
- }
-}