本文整理汇总了C#中Input.ButtonAutoRepeat方法的典型用法代码示例。如果您正苦于以下问题:C# Input.ButtonAutoRepeat方法的具体用法?C# Input.ButtonAutoRepeat怎么用?C# Input.ButtonAutoRepeat使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Input
的用法示例。
在下文中一共展示了Input.ButtonAutoRepeat方法的3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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnProcessInput
// OnProcessInput
protected override void OnProcessInput( Input input )
{
float delay = _UI.AutoRepeatDelay;
float repeat = _UI.AutoRepeatRepeat;
if ( input.ButtonAutoRepeat( (int)E_UiButton.Left, delay, repeat ) )
{
Value -= Step;
if ( Value < MinValue )
Value = MinValue;
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Right, delay, repeat ) )
{
Value += Step;
if ( Value > MaxValue )
Value = MaxValue;
}
}
示例2: OnProcessInput
// OnProcessInput
protected override void OnProcessInput( Input input )
{
float delay = _UI.AutoRepeatDelay;
float repeat = _UI.AutoRepeatRepeat;
if ( input.ButtonAutoRepeat( (int)E_UiButton.Up, delay, repeat ) )
{
if ( Type == E_MenuType.Vertical )
DecreaseCurrent();
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Down, delay, repeat ) )
{
if ( Type == E_MenuType.Vertical )
IncreaseCurrent();
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Left, delay, repeat ) )
{
if ( Type == E_MenuType.Horizontal )
DecreaseCurrent();
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Right, delay, repeat ) )
{
if ( Type == E_MenuType.Horizontal )
IncreaseCurrent();
}
}
示例3: OnProcessInput
// OnProcessInput
protected override void OnProcessInput( Input input )
{
if ( Mode == 1 )
{
float delay = _UI.AutoRepeatDelay;
float repeat = _UI.AutoRepeatRepeat;
int oldSelection = CurrentSelectionLevel;
if ( input.ButtonJustPressed( (int)E_UiButton.A ) )
{
_UI.Screen.SetNextScreen( new Screen_Loading() );
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Up, delay, repeat ) )
{
if ( CurrentSelectionLevel > 3 )
CurrentSelectionLevel -= 4;
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Down, delay, repeat ) )
{
if ( CurrentSelectionLevel < 12 )
CurrentSelectionLevel += 4;
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Left, delay, repeat ) )
{
if ( ( CurrentSelectionLevel % 4 ) != 0 )
--CurrentSelectionLevel;
}
else
if ( input.ButtonAutoRepeat( (int)E_UiButton.Right, delay, repeat ) )
{
if ( ( CurrentSelectionLevel % 4 ) != 3 )
++CurrentSelectionLevel;
}
if ( oldSelection != CurrentSelectionLevel )
{
LevelNodes[ CurrentSelectionWorld ][ oldSelection ].TimelineActive( "select_level", false, true );
LevelNodes[ CurrentSelectionWorld ][ CurrentSelectionLevel ].TimelineActive( "select_level", true, true );
}
}
if ( input.ButtonJustPressed( (int)E_UiButton.A ) )
{
if ( Mode == 0 )
{
Mode = 1;
Menu.Selected( false );
MenuNodes[ CurrentSelectionWorld ].TimelineActive( "select_world", true, true );
LevelNodes[ CurrentSelectionWorld ][ CurrentSelectionLevel ].TimelineActive( "select_level", true, true );
}
}
else
if ( input.ButtonJustPressed( (int)E_UiButton.B ) )
{
if ( Mode == 1 )
{
Mode = 0;
Menu.Selected( true );
MenuNodes[ CurrentSelectionWorld ].TimelineActive( "select_world", false, true );
LevelNodes[ CurrentSelectionWorld ][ CurrentSelectionLevel ].TimelineActive( "select_level", false, true );
}
else
{
Backgrounds[ CurrentBackground ].Selected( false, false, true );
_G.UI.MM_FromLevelSelect = true;
_UI.Screen.SetNextScreen( new Screen_MainMenu() );
}
}
}