public override void Refresh() { im = GetComponent <InputManager>(); // 2 temp arrays fo buttons and axes KeyCode[] newButtons = new KeyCode[im.buttonCount]; AxisKeys[] newAxes = new AxisKeys[im.axisCount]; // Use method to do both? if (buttonKeys != null) { for (int i = 0; i < Mathf.Min(newButtons.Length, buttonKeys.Length); i++) { newButtons[i] = buttonKeys[i]; } } buttonKeys = newButtons; if (axisKeys != null) { for (int i = 0; i < Mathf.Min(newAxes.Length, axisKeys.Length); i++) { newAxes[i] = axisKeys[i]; } } axisKeys = newAxes; }
public override void Refresh() { im = GetComponent <InputManager>(); //Create 2 temp arrays for buttons and axes KeyCode[] newButtons = new KeyCode[im.buttonCount]; AxisKeys[] newAxes = new AxisKeys[im.axisCount]; }
public override void Refresh() { im = GetComponent <InputManager>(); //criar 2 arrays temporarios para os botoes e eixos KeyCode[] newButtons = new KeyCode[im.buttonCount]; AxisKeys[] newAxes = new AxisKeys[im.axisCount]; if (buttonKeys != null) { for (int i = 0; i < Mathf.Min(newButtons.Length, buttonKeys.Length); i++) { newButtons[i] = buttonKeys[i]; } } buttonKeys = newButtons; if (axisKeys != null) { for (int i = 0; i < Mathf.Min(newAxes.Length, axisKeys.Length); i++) { newAxes[i] = axisKeys[i]; } } axisKeys = newAxes; }
public override void Refresh() { _inputManager = GetComponent <InputManager>(); //create 2 temp arrays for buttons and axes KeyCode[] newButtonsArray = new KeyCode[_inputManager.ButtonsNumber]; AxisKeys[] newAxesArray = new AxisKeys[_inputManager.AxisNumber]; if (ButtonKeysArray != null) { for (int i = 0; i < Mathf.Min(newButtonsArray.Length, ButtonKeysArray.Length); i++) { newButtonsArray[i] = ButtonKeysArray[i]; } } ButtonKeysArray = newButtonsArray; if (AxisKeysArray != null) { for (int i = 0; i < Mathf.Min(newAxesArray.Length, AxisKeysArray.Length); i++) { newAxesArray[i] = AxisKeysArray[i]; } } AxisKeysArray = newAxesArray; }
public override void Refresh() { im = GetComponent <InputManager>(); //Create 2 temp arrays for buttons and axes KeyCode[] newButtons = new KeyCode[im.buttonCount]; AxisKeys[] newAxes = new AxisKeys[im.axisCount]; //reader.Dispose(); //writer.Dispose(); //usbReaderTransfer.Dispose(); //GCNAdapter.Close(); }
public override void Refresh() { _inputManager = GetComponent <InputManager>(); KeyCode[] newButtons = new KeyCode[_inputManager.ButtonCount]; if (buttonKeys != null) { for (int i = 0; i < Mathf.Min(newButtons.Length, buttonKeys.Length); i++) { newButtons[i] = buttonKeys[i]; } } buttonKeys = newButtons; AxisKeys[] newAxis = new AxisKeys[_inputManager.AxisCount]; if (axisKeys != null) { for (int i = 0; i < Mathf.Min(newAxis.Length, axisKeys.Length); i++) { newAxis[i] = axisKeys[i]; } } axisKeys = newAxis; }
public override void Refresh() { im = GetComponent <InputManager>(); var newButtons = new KeyCode[im.ButtonCount]; var newAxis = new AxisKeys[im.AxisCount]; if (ButtonKeys != null) { for (int i = 0; i < Mathf.Min(newButtons.Length, ButtonKeys.Length); i++) { newButtons[i] = ButtonKeys[i]; } } ButtonKeys = newButtons; if (AxisKeys != null) { for (int i = 0; i < Mathf.Min(newAxis.Length, AxisKeys.Length); i++) { newAxis[i] = AxisKeys[i]; } } AxisKeys = newAxis; }
public override void Refresh() { im = GetComponent <InputManager>(); KeyCode[] newB = new KeyCode[im.bC]; AxisKeys[] newA = new AxisKeys[im.aC]; if (bK != null) { for (int i = 0; i < Mathf.Min(newB.Length, bK.Length); i++) { newB[i] = bK[i]; } } bK = newB; if (aK != null) { for (int i = 0; i < Mathf.Min(newA.Length, aK.Length); i++) { newA[i] = aK[i]; } } aK = newA; }