// Copyright (c) Pixel Crushers. All rights reserved. using UnityEngine; namespace PixelCrushers { /// /// This script provides methods to control InputDeviceManager that you can /// hook up in scripts where the InputDeviceManager instance isn't accessible /// at design time. /// [AddComponentMenu("")] // Use wrapper. public class InputDeviceMethods : MonoBehaviour { public void UseJoystick() { if (InputDeviceManager.instance == null) return; InputDeviceManager.instance.SetInputDevice(InputDevice.Joystick); } public void UseKeyboard() { if (InputDeviceManager.instance == null) return; InputDeviceManager.instance.SetInputDevice(InputDevice.Keyboard); } public void UseMouse() { if (InputDeviceManager.instance == null) return; InputDeviceManager.instance.SetInputDevice(InputDevice.Mouse); } public void UseTouch() { if (InputDeviceManager.instance == null) return; InputDeviceManager.instance.SetInputDevice(InputDevice.Touch); } public void SetCursor(bool visible) { if (InputDeviceManager.instance == null) return; InputDeviceManager.instance.SetCursor(visible); } public void ForceCursor(bool visible) { if (InputDeviceManager.instance == null) return; InputDeviceManager.instance.ForceCursor(visible); } public void BrieflyIgnoreMouseMovement() { if (InputDeviceManager.instance == null) return; InputDeviceManager.instance.BrieflyIgnoreMouseMovement(); } public void AllowInput(bool value) { InputDeviceManager.isInputAllowed = value; } } }