using QSB.Utility; using UnityEngine; namespace QSB.Inputs { public class QSBInputManager : MonoBehaviour { // TODO : finish instruments - disabled for 0.7.0 release /* public static event Action ChertTaunt; public static event Action EskerTaunt; public static event Action RiebeckTaunt; public static event Action GabbroTaunt; public static event Action FeldsparTaunt; public static event Action ExitTaunt; public void Update() { if (Input.GetKey(KeyCode.T)) { // Listed order is from sun to dark bramble if (Input.GetKeyDown(KeyCode.Alpha1)) { ChertTaunt?.Invoke(); } else if (Input.GetKeyDown(KeyCode.Alpha2)) { EskerTaunt?.Invoke(); } else if (Input.GetKeyDown(KeyCode.Alpha5)) { RiebeckTaunt?.Invoke(); } else if (Input.GetKeyDown(KeyCode.Alpha4)) { GabbroTaunt?.Invoke(); } else if (Input.GetKeyDown(KeyCode.Alpha3)) { FeldsparTaunt?.Invoke(); } } if (OWInput.GetValue(InputLibrary.moveXZ, InputMode.None) != Vector2.zero || OWInput.GetValue(InputLibrary.jump, InputMode.None) != 0f) { ExitTaunt?.Invoke(); } } */ public static QSBInputManager Instance { get; private set; } public void Start() => Instance = this; public bool InputsEnabled { get; private set; } = true; public void SetInputsEnabled(bool enabled) { DebugLog.DebugWrite($"INPUTS ENABLED? : {enabled}"); InputsEnabled = enabled; } } }