void Start() { lastRead = ScriptableObject.CreateInstance <CJI_INPUT>(); if (nativeIFCHolder) { nativeIFCs = nativeIFCHolder.gameObject.GetComponentsInChildren <i_NativeInputIFC>(); if (nativeIFCs != null) { Debug.Log("nativeIFCs: " + nativeIFCs.Length); } if (nativeIFCs.Length > 0) { currentIFC = nativeIFCs[0]; } else { Debug.Log("No IFCs in holder: " + nativeIFCHolder.name); } } else { Debug.Log("No IFC holder"); } Debug.Log("IFC: " + currentIFC); if (currentIFC != null) { lastRead = currentIFC.GetLastRead(); } }
void Update() { if (currentIFC != null) { lastRead = currentIFC.GetLastRead(); } }
void Update() { if (inputHandler) { currentInputs = inputHandler.GetLastRead(); SetCurrent(currentInputs); } }
virtual public void SetCurrent(CJI_INPUT newInputs) { if (newInputs == null) { return; } if (currentInputs == null) { return; } currentInputs = newInputs; currentGameInputs.trigger1 = currentInputs.btns[0].isOn; currentGameInputs.trigger2 = currentInputs.btns[1].isOn; currentGameInputs.trigger3 = currentInputs.btns[2].isOn; currentGameInputs.returnHolorangs = currentInputs.btns[4].isOn; currentGameInputs.allowRun = currentInputs.btns[4].isOn; currentGameInputs.mouseLeft = currentInputs.btns[4].isOn; currentGameInputs.mouseRight = currentInputs.btns[5].isOn; currentGameInputs.mouseMiddle = currentInputs.btns[6].isOn; currentGameInputs.mouseLeftHold = currentInputs.btns[7].isOn; currentGameInputs.mouseRightHold = currentInputs.btns[8].isOn; currentGameInputs.mouseMiddleHold = currentInputs.btns[9].isOn; currentGameInputs.camRotX = currentInputs.sticks[1].x; currentGameInputs.camRotY = currentInputs.sticks[1].y; currentGameInputs.camRotDeltaX = currentInputs.stickDeltas[1].x; currentGameInputs.camRotDeltaY = currentInputs.stickDeltas[1].y; currentGameInputs.moveDirs = currentInputs.sticks[0].vVal; currentGameInputs.turnDirs = currentInputs.sticks[1].vVal; currentGameInputs.rHandPos = currentInputs.pointers[0].vPos; currentGameInputs.rHandDir = currentInputs.pointers[0].vDir; currentGameInputs.lHandPos = currentInputs.pointers[1].vPos; currentGameInputs.lHandDir = currentInputs.pointers[1].vDir; currentGameInputs.hasHandData = currentInputs.hasHandData; }
void Start() { currentInputs = ScriptableObject.CreateInstance <CJI_INPUT>(); // currentGameInputs = new MY_GAME_INPUTS(); }
void Awake() { lastRead = ScriptableObject.CreateInstance <CJI_INPUT>(); }
public void Preset(CJI_INPUT inVals) { lastRead = inVals; }