OldBlueWater/BlueWater/Assets/Plugins/Pixel Crushers/Common/Scripts/UI/InputDeviceMethods.cs

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
namespace PixelCrushers
{
/// <summary>
/// This script provides methods to control InputDeviceManager that you can
/// hook up in scripts where the InputDeviceManager instance isn't accessible
/// at design time.
/// </summary>
[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;
}
}
}