Fix input issues
This commit is contained in:
@@ -1,84 +1,5 @@
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36
Assets/Scripts/BackpackInput.cs
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36
Assets/Scripts/BackpackInput.cs
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@@ -0,0 +1,36 @@
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using UnityEngine;
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public class BackpackInput : MonoBehaviour, ITouchInputConsumer
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void OnTap(Vector2 position)
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{
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return;
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}
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public void OnHoldStart(Vector2 position)
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{
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return;
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}
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public void OnHoldMove(Vector2 position)
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{
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return;
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}
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public void OnHoldEnd(Vector2 position)
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{
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return;
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}
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}
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2
Assets/Scripts/BackpackInput.cs.meta
Normal file
2
Assets/Scripts/BackpackInput.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e7ea50a695c58944799b4f27a9014301
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@@ -1,6 +1,7 @@
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using Input;
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using Pixelplacement;
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using UI.Core;
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using UnityEngine;
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@@ -144,6 +145,10 @@ namespace UI.CardSystem
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if (notificationSound != null)
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notificationSound.Play();
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// Eat input so the characters don't walk around
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var backpackInput = backpackIcon.gameObject.GetComponentInParent<BackpackInput>();
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InputManager.Instance.RegisterOverrideConsumer(backpackInput);
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// If no pages are open, push the main menu
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if (_pageController.CurrentPage == null)
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{
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@@ -177,6 +182,8 @@ namespace UI.CardSystem
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if (newPage == null)
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{
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ShowOnlyBackpackIcon();
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var backpackInput = backpackIcon.gameObject.GetComponentInParent<BackpackInput>();
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InputManager.Instance.UnregisterOverrideConsumer(backpackInput);
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}
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else
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{
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