Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
802 lines
16 KiB
C#
802 lines
16 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Wizard;
|
|
|
|
public class InputMgr
|
|
{
|
|
public enum TYPE
|
|
{
|
|
NONE,
|
|
PRESS,
|
|
DOWN,
|
|
UP,
|
|
STAY,
|
|
MAX
|
|
}
|
|
|
|
public enum LAYER_TYPE
|
|
{
|
|
NONE = 0,
|
|
UI = 32,
|
|
PARTICLE = 256,
|
|
GAME = 512,
|
|
ALL = 65535
|
|
}
|
|
|
|
private enum ClickState
|
|
{
|
|
None,
|
|
Down,
|
|
LongPress,
|
|
UpThisFrame,
|
|
DownMoved
|
|
}
|
|
|
|
private enum DoubleClickState
|
|
{
|
|
None,
|
|
FirstClickDown,
|
|
SecondClickDown,
|
|
SecondClickUp
|
|
}
|
|
|
|
private const float FLICK_SEC = 0.2f;
|
|
|
|
private const string CHOICE_BUTTON_TAG = "ChoiceSelectButton";
|
|
|
|
private Vector2 m_NonePos = new Vector2(-10000f, -10000f);
|
|
|
|
private IList<TYPE> m_NowTypeList = new List<TYPE>();
|
|
|
|
private int m_LayerMask;
|
|
|
|
private IList<Vector2> m_FirstPosList = new List<Vector2>();
|
|
|
|
private IList<Vector2> m_NowPosList = new List<Vector2>();
|
|
|
|
private IList<Vector2> m_FixedPosList = new List<Vector2>();
|
|
|
|
private IList<Vector2> m_EndPosList = new List<Vector2>();
|
|
|
|
private float m_DraggingSec;
|
|
|
|
private bool m_IsFlick;
|
|
|
|
private IList<GameObject> m_DragEfcList = new List<GameObject>();
|
|
|
|
private bool _isInputEnable = true;
|
|
|
|
private bool _isBackKeyEnable = true;
|
|
|
|
public BattleCamera m_BattleCamera;
|
|
|
|
public BackGroundBase m_BackGround;
|
|
|
|
private bool _wentOverDrag;
|
|
|
|
public static bool MouseControl;
|
|
|
|
public static bool KeyboardControl;
|
|
|
|
public static bool KeyboardControlSpace;
|
|
|
|
public static bool KeyboardControlEvolution;
|
|
|
|
public bool KeyboardEnableControlSpace = true;
|
|
|
|
public float _lastFirstClick;
|
|
|
|
private DoubleClickState _doubleClick;
|
|
|
|
private Vector2 _firstClickPosition;
|
|
|
|
private const float DOUBLE_CLICK_TIME = 0.5f;
|
|
|
|
private float _timeSincePress;
|
|
|
|
private Vector2 _downPositionStart;
|
|
|
|
private const float LONG_PRESS_TIME = 0.3f;
|
|
|
|
private const float LONG_PRESS_THRESHOLD = 100f;
|
|
|
|
private ClickState _clickState;
|
|
|
|
public const int MOUSE_SHORTCUT_RIGHT_CLICK = 1;
|
|
|
|
public const int MOUSE_SHORTCUT_DOUBLE_CLICK = 2;
|
|
|
|
private float _KeyboardEmotionWaitTime;
|
|
|
|
public bool isBackKeyEnable
|
|
{
|
|
get
|
|
{
|
|
return _isBackKeyEnable;
|
|
}
|
|
set
|
|
{
|
|
_isBackKeyEnable = value;
|
|
}
|
|
}
|
|
|
|
public bool WentOverDrag
|
|
{
|
|
get
|
|
{
|
|
return _wentOverDrag;
|
|
}
|
|
set
|
|
{
|
|
_wentOverDrag = value;
|
|
}
|
|
}
|
|
|
|
public static bool ShowDetailLeftAndRight => MouseControl;
|
|
|
|
public InputMgr()
|
|
{
|
|
m_LayerMask = 0;
|
|
for (int i = 0; i < 1; i++)
|
|
{
|
|
m_NowTypeList.Add(TYPE.NONE);
|
|
m_FirstPosList.Add(m_NonePos);
|
|
m_NowPosList.Add(m_NonePos);
|
|
m_EndPosList.Add(m_NonePos);
|
|
m_FixedPosList.Add(m_NonePos);
|
|
m_DragEfcList.Add(null);
|
|
}
|
|
m_DraggingSec = 0f;
|
|
m_IsFlick = false;
|
|
Input.multiTouchEnabled = false;
|
|
MouseControl = PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.MOUSE_CONTROL);
|
|
}
|
|
|
|
~InputMgr()
|
|
{
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
for (int i = 0; i < 1; i++)
|
|
{
|
|
m_NowTypeList[i] = TYPE.NONE;
|
|
}
|
|
if (_isInputEnable)
|
|
{
|
|
MouseClick();
|
|
CheckFlick();
|
|
}
|
|
}
|
|
|
|
private void CheckFlick()
|
|
{
|
|
m_IsFlick = false;
|
|
if (IsUp())
|
|
{
|
|
if (m_DraggingSec < 0.2f && 30f < Mathf.Abs(GetVec().x))
|
|
{
|
|
m_IsFlick = true;
|
|
}
|
|
m_DraggingSec = 0f;
|
|
}
|
|
if (IsPress())
|
|
{
|
|
m_DraggingSec += Time.deltaTime;
|
|
}
|
|
}
|
|
|
|
public void SetInputEnable(bool isEnable)
|
|
{
|
|
_isInputEnable = isEnable;
|
|
StopDragEffect();
|
|
}
|
|
|
|
private void StopDragEffect()
|
|
{
|
|
GameMgr.GetIns().GetEffectMgr().FadeStop(m_DragEfcList[0]);
|
|
}
|
|
|
|
private void MouseClick()
|
|
{
|
|
m_NowPosList[0] = Input.mousePosition;
|
|
m_FixedPosList[0] = ToolboxGame.UIManager.UIRootLoadingCamera.ScreenToWorldPoint(m_NowPosList[0]);
|
|
if (MouseControl)
|
|
{
|
|
if (_lastFirstClick > 0f && !Input.GetMouseButtonDown(0))
|
|
{
|
|
if (_firstClickPosition != m_NowPosList[0])
|
|
{
|
|
_lastFirstClick = 0f;
|
|
_doubleClick = DoubleClickState.None;
|
|
}
|
|
else
|
|
{
|
|
_lastFirstClick -= Time.deltaTime;
|
|
}
|
|
}
|
|
if (_doubleClick == DoubleClickState.SecondClickUp)
|
|
{
|
|
_doubleClick = DoubleClickState.None;
|
|
}
|
|
else if (_doubleClick == DoubleClickState.SecondClickDown && (_lastFirstClick <= 0f || _firstClickPosition != m_NowPosList[0]))
|
|
{
|
|
_doubleClick = DoubleClickState.None;
|
|
}
|
|
if (_clickState == ClickState.UpThisFrame)
|
|
{
|
|
_clickState = ClickState.None;
|
|
}
|
|
switch (_clickState)
|
|
{
|
|
case ClickState.None:
|
|
if (Input.GetMouseButtonDown(0))
|
|
{
|
|
_timeSincePress = 0f;
|
|
_downPositionStart = m_NowPosList[0];
|
|
_clickState = ClickState.Down;
|
|
if (Input.GetMouseButtonUp(0))
|
|
{
|
|
_clickState = ClickState.UpThisFrame;
|
|
}
|
|
}
|
|
break;
|
|
case ClickState.Down:
|
|
if (Input.GetMouseButtonUp(0))
|
|
{
|
|
_clickState = ClickState.UpThisFrame;
|
|
}
|
|
else if (Input.GetMouseButton(0))
|
|
{
|
|
if (IsInThreshold())
|
|
{
|
|
_timeSincePress += Time.unscaledDeltaTime;
|
|
if (_timeSincePress >= 0.3f)
|
|
{
|
|
_clickState = ClickState.LongPress;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_clickState = ClickState.DownMoved;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_clickState = ClickState.None;
|
|
}
|
|
break;
|
|
case ClickState.LongPress:
|
|
if (!Input.GetMouseButton(0))
|
|
{
|
|
_clickState = ClickState.None;
|
|
}
|
|
else if (!IsInThreshold())
|
|
{
|
|
_clickState = ClickState.DownMoved;
|
|
}
|
|
break;
|
|
case ClickState.DownMoved:
|
|
if (!Input.GetMouseButton(0))
|
|
{
|
|
_clickState = ClickState.None;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (Input.GetMouseButtonDown(0))
|
|
{
|
|
if (MouseControl)
|
|
{
|
|
if (_doubleClick == DoubleClickState.FirstClickDown && _lastFirstClick > 0f)
|
|
{
|
|
_doubleClick = DoubleClickState.SecondClickDown;
|
|
if (Input.GetMouseButtonUp(0))
|
|
{
|
|
_doubleClick = DoubleClickState.SecondClickUp;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_doubleClick = DoubleClickState.FirstClickDown;
|
|
_lastFirstClick = 0.5f;
|
|
_firstClickPosition = m_NowPosList[0];
|
|
m_FirstPosList[0] = m_NowPosList[0];
|
|
m_NowTypeList[0] = TYPE.DOWN;
|
|
CheckTouchObject(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_FirstPosList[0] = m_NowPosList[0];
|
|
m_NowTypeList[0] = TYPE.DOWN;
|
|
CheckTouchObject(0);
|
|
}
|
|
}
|
|
else if (Input.GetMouseButtonUp(0))
|
|
{
|
|
m_EndPosList[0] = m_NowPosList[0];
|
|
m_NowTypeList[0] = TYPE.UP;
|
|
if (_doubleClick == DoubleClickState.SecondClickDown)
|
|
{
|
|
_doubleClick = DoubleClickState.SecondClickUp;
|
|
_lastFirstClick = 0f;
|
|
}
|
|
}
|
|
else if (Input.GetMouseButton(0))
|
|
{
|
|
m_NowTypeList[0] = TYPE.PRESS;
|
|
if (m_DragEfcList[0] != null)
|
|
{
|
|
m_DragEfcList[0].transform.position = m_FixedPosList[0];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
StopDragEffect();
|
|
}
|
|
if (m_NowTypeList[0] != TYPE.NONE && IsLayerMask())
|
|
{
|
|
m_NowTypeList[0] = TYPE.NONE;
|
|
}
|
|
}
|
|
|
|
public void SetBattleCamera(BattleCamera battleCamera)
|
|
{
|
|
m_BattleCamera = battleCamera;
|
|
}
|
|
|
|
public void SetBackGround(BackGroundBase backGround)
|
|
{
|
|
m_BackGround = backGround;
|
|
}
|
|
|
|
private void CheckTouchObject(int touchId)
|
|
{
|
|
Ray ray;
|
|
if (!ToolboxGame.UIManager.IsCurrentScene(UIManager.ViewScene.Battle))
|
|
{
|
|
ray = ToolboxGame.UIManager.UIRootLoadingCamera.ScreenPointToRay(m_NowPosList[touchId]);
|
|
}
|
|
else
|
|
{
|
|
if (BattleManagerBase.GetIns() == null || m_BattleCamera == null || m_BattleCamera.Get3DCamera() == null)
|
|
{
|
|
return;
|
|
}
|
|
ray = m_BattleCamera.Get3DCamera().ScreenPointToRay(m_NowPosList[touchId]);
|
|
}
|
|
RaycastHit hitInfo = default(RaycastHit);
|
|
if (ToolboxGame.UIManager.IsCurrentScene(UIManager.ViewScene.Battle))
|
|
{
|
|
bool flag = false;
|
|
bool flag2 = false;
|
|
if (TouchControl.CastRayWithTags(m_NowPosList[touchId], new List<string> { "BattleUI", "ChoiceSelectButton" }))
|
|
{
|
|
flag = true;
|
|
}
|
|
else
|
|
{
|
|
RaycastHit[] array = Physics.RaycastAll(ray.origin, ray.direction, float.PositiveInfinity);
|
|
float num = float.PositiveInfinity;
|
|
float num2 = float.PositiveInfinity;
|
|
Collider collider = null;
|
|
Collider collider2 = null;
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
float distance = array[i].distance;
|
|
if (distance < num)
|
|
{
|
|
num = distance;
|
|
collider = array[i].collider;
|
|
}
|
|
switch (array[i].collider.tag)
|
|
{
|
|
case "Player":
|
|
case "Enemy":
|
|
case "PlayerToken":
|
|
case "EnemyToken":
|
|
case "DetailPanel":
|
|
case "ClassBtn":
|
|
case "CardHolder":
|
|
case "ECardHolder":
|
|
case "EpPanel":
|
|
flag = true;
|
|
break;
|
|
case "Detail":
|
|
{
|
|
int layer = array[i].collider.gameObject.layer;
|
|
if (UIManager.GetInstance().GetCurrentScene() != UIManager.ViewScene.Battle)
|
|
{
|
|
if (layer == 14)
|
|
{
|
|
flag2 = true;
|
|
}
|
|
}
|
|
else if (layer == 14)
|
|
{
|
|
flag = true;
|
|
}
|
|
break;
|
|
}
|
|
case "Untappable":
|
|
if (distance < num2)
|
|
{
|
|
num2 = distance;
|
|
collider2 = array[i].collider;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (collider == collider2)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
if (flag2)
|
|
{
|
|
Transform transform = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_INPUT_TOUCH_2, m_FixedPosList[touchId].x, m_FixedPosList[touchId].y)
|
|
.transform;
|
|
UIManager.GetInstance().SetLayerRecursive(transform, 14);
|
|
}
|
|
else if (flag)
|
|
{
|
|
Transform transform2 = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_INPUT_TOUCH_2, m_FixedPosList[touchId].x, m_FixedPosList[touchId].y)
|
|
.transform;
|
|
UIManager.GetInstance().SetLayerRecursive(transform2, 22);
|
|
}
|
|
}
|
|
else if (Physics.Raycast(ray.origin, ray.direction, out hitInfo, float.PositiveInfinity))
|
|
{
|
|
Transform transform3 = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_INPUT_TOUCH_2, m_FixedPosList[touchId].x, m_FixedPosList[touchId].y)
|
|
.transform;
|
|
UIManager.GetInstance().SetLayerRecursive(transform3, 22);
|
|
}
|
|
else
|
|
{
|
|
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_INPUT_TOUCH_1, m_FixedPosList[touchId].x, m_FixedPosList[touchId].y);
|
|
}
|
|
if (m_DragEfcList[touchId] == null)
|
|
{
|
|
if (GameMgr.GetIns().GetEffectMgr().IsPreInEffectReady)
|
|
{
|
|
m_DragEfcList[touchId] = GameMgr.GetIns().GetEffectMgr().StartTouchEffect(EffectMgr.EffectType.CMN_INPUT_DRAG_1, m_FixedPosList[touchId].x, m_FixedPosList[touchId].y)
|
|
.GetGameObjIns();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GameMgr.GetIns().GetEffectMgr().FadePlay(m_DragEfcList[touchId], m_FixedPosList[touchId].x, m_FixedPosList[touchId].y);
|
|
}
|
|
}
|
|
|
|
private bool IsLayerMask()
|
|
{
|
|
if (m_LayerMask == 0)
|
|
{
|
|
return false;
|
|
}
|
|
if (m_NowTypeList[0] != TYPE.DOWN)
|
|
{
|
|
return false;
|
|
}
|
|
if (Physics2D.GetRayIntersection(ToolboxGame.UIManager.UIRootLoadingCamera.ScreenPointToRay(m_NowPosList[0]), float.PositiveInfinity, m_LayerMask).collider != null)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsNone()
|
|
{
|
|
if (m_NowTypeList[0] == TYPE.NONE)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsPress()
|
|
{
|
|
if (m_NowTypeList[0] == TYPE.PRESS)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsDown()
|
|
{
|
|
if (m_NowTypeList[0] == TYPE.DOWN)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsUp()
|
|
{
|
|
if (m_NowTypeList[0] == TYPE.UP)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsStay()
|
|
{
|
|
if (m_NowTypeList[0] == TYPE.STAY)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void InitLayerMask()
|
|
{
|
|
m_LayerMask = 0;
|
|
}
|
|
|
|
public void SetLayerMask(int LayerMask)
|
|
{
|
|
m_LayerMask = LayerMask;
|
|
}
|
|
|
|
public Vector2 GetFirstPos()
|
|
{
|
|
return m_FirstPosList[0];
|
|
}
|
|
|
|
public Vector2 GetEndPos()
|
|
{
|
|
return m_EndPosList[0];
|
|
}
|
|
|
|
public Vector2 GetPos()
|
|
{
|
|
return m_NowPosList[0];
|
|
}
|
|
|
|
public Vector2 GetFixedPos()
|
|
{
|
|
if (m_NowTypeList[0] == TYPE.NONE)
|
|
{
|
|
return m_NonePos;
|
|
}
|
|
return m_FixedPosList[0];
|
|
}
|
|
|
|
public Vector2 GetVec()
|
|
{
|
|
return m_NowPosList[0] - m_FirstPosList[0];
|
|
}
|
|
|
|
public float GetAngle()
|
|
{
|
|
return Mathf.Atan2(m_FirstPosList[0].y - m_NowPosList[0].y, m_FirstPosList[0].x - m_NowPosList[0].x) * 57.29578f + 180f;
|
|
}
|
|
|
|
public bool IsFlick()
|
|
{
|
|
return m_IsFlick;
|
|
}
|
|
|
|
public Vector2 GetFlickVec()
|
|
{
|
|
return GetVec();
|
|
}
|
|
|
|
public bool IsDoubleClick()
|
|
{
|
|
return _doubleClick == DoubleClickState.SecondClickUp;
|
|
}
|
|
|
|
public bool IsLongPress()
|
|
{
|
|
return _clickState == ClickState.LongPress;
|
|
}
|
|
|
|
public bool IsClick()
|
|
{
|
|
return _clickState == ClickState.UpThisFrame;
|
|
}
|
|
|
|
public bool IsDownMoved()
|
|
{
|
|
return _clickState == ClickState.DownMoved;
|
|
}
|
|
|
|
private bool IsInThreshold()
|
|
{
|
|
return (_downPositionStart - m_NowPosList[0]).sqrMagnitude <= 100f;
|
|
}
|
|
|
|
public bool IsOverDragDistanceHandPlay(Vector2? firstPosition = null)
|
|
{
|
|
if (!firstPosition.HasValue)
|
|
{
|
|
firstPosition = GetFirstPos();
|
|
}
|
|
bool flag = !(GetPos().y - firstPosition.Value.y < 40f);
|
|
_wentOverDrag |= flag;
|
|
return flag;
|
|
}
|
|
|
|
public bool IsOverDragDistanceInPlay()
|
|
{
|
|
if (!(Mathf.Abs(GetPos().y - GetFirstPos().y) > 40f))
|
|
{
|
|
return Mathf.Abs(GetPos().x - GetFirstPos().x) > 40f;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public bool IsOverDragDistanceMulligan()
|
|
{
|
|
return Vector2.Distance(GetPos(), GetFirstPos()) > 40f;
|
|
}
|
|
|
|
public bool IsKeyboardUpArrow()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardDownArrow()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardRightArrow()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardLeftArrow()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardEnter()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.Q) || Input.GetKeyDown(KeyCode.Return))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardSpace()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.Space))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardShift()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardCancel()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.Backspace) || Input.GetKeyDown(KeyCode.C))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardEvolve()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.E))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void SetKeyboardEmotionWaitTime(float wait)
|
|
{
|
|
_KeyboardEmotionWaitTime = wait;
|
|
}
|
|
|
|
public bool IsKeyboardEmotion()
|
|
{
|
|
if (_KeyboardEmotionWaitTime > 0f)
|
|
{
|
|
_KeyboardEmotionWaitTime -= Time.deltaTime;
|
|
return false;
|
|
}
|
|
if (Input.GetKeyDown(KeyCode.Alpha1))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardBattleLog()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.B))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardBattleMenu()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.Escape))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardDeckNextPage()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.X) || Input.GetKeyDown(KeyCode.Period))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardDeckPrevPage()
|
|
{
|
|
if (Input.GetKeyDown(KeyCode.Z) || Input.GetKeyDown(KeyCode.Comma))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardClassInfomation()
|
|
{
|
|
if (Input.GetKey(KeyCode.Tab))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsKeyboardAny()
|
|
{
|
|
if (!IsKeyboardUpArrow() && !IsKeyboardDownArrow() && !IsKeyboardRightArrow() && !IsKeyboardLeftArrow() && !IsKeyboardEnter() && !IsKeyboardSpace() && !IsKeyboardShift() && !IsKeyboardCancel() && !IsKeyboardEvolve() && !IsKeyboardEmotion() && !IsKeyboardBattleLog() && !IsKeyboardBattleMenu())
|
|
{
|
|
return IsKeyboardClassInfomation();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public bool IsAnyMouse()
|
|
{
|
|
if (!MouseControl || _clickState == ClickState.None)
|
|
{
|
|
return !IsNone();
|
|
}
|
|
return true;
|
|
}
|
|
}
|