using UnityEngine; using UnityEngine.Networking; public class EventManager : NetworkBehaviour { FirstPersonController controller; public delegate void GetBasicAttack(); public static event GetBasicAttack BasicAttack; public delegate void GetSkill1 (); public static event GetSkill1 Skill1; public delegate void GetSkill2 (); public static event GetSkill2 Skill2; public delegate void GetSkill3 (); public static event GetSkill3 Skill3; private void Start() { controller = GetComponent(); } public virtual bool InputBasicAttack { get { return Input.GetKey(KeyManager.KM.fire); } } public virtual bool InputSkill1 { get { return Input.GetKey (KeyManager.KM.firstskill); } } public virtual bool InputSkill2 { get { return Input.GetKey(KeyManager.KM.secondskill); } } public virtual bool InputSkill3 { get { return Input.GetKey(KeyManager.KM.thirdskill); } } void Update () { if (InputBasicAttack == true && gameObject.GetComponent().isLocalPlayer && controller.Select == false && controller.Pause == false) { if (BasicAttack != null) BasicAttack (); } if (InputSkill1 == true && gameObject.GetComponent().isLocalPlayer && controller.Select == false && controller.Pause == false) { if (Skill1 != null) Skill1 (); } if (InputSkill2 == true && gameObject.GetComponent().isLocalPlayer && controller.Select == false && controller.Pause == false) { if (Skill2 != null) Skill2 (); } if (InputSkill3 == true && gameObject.GetComponent().isLocalPlayer && controller.Select == false && controller.Pause == false) { if (Skill3 != null) Skill3 (); } } }