public void SetupControls() { string[] gamePads = Input.GetJoystickNames(); if (gamePads.Length > 0) { foreach (string gamepad in gamePads) { if (gamepad == "Wireless Controller") // PS4 controls { SetupPS4Controller(); //SetupKeyboardControls(); // TEST Debug.Log(gamepad + " detected. Setting PS4 controls."); break; } else if (gamepad == "Controller (Xbox One For Windows)" || gamepad == "Controller (XBOX 360 For Windows)") { SetupXBOX360Controller(); Debug.Log(gamepad + " detected. Setting XBOX360 controls."); break; } } } if (!hasGamepad) // Set Keyboard Controls { Debug.Log(" No gamepad detected. Setting Keyboard controls."); SetupKeyboardControls(); } currentDirection = Dpad.None; // Resets base input direction }
void PadControl() { if (Input.GetAxis("PadX") == 0.0) { control = Dpad.None; flag = true; } if (Input.GetAxis("PadX") == 1f && flag) { StartCoroutine("DpadControl", Dpad.Right); } if (Input.GetAxis("PadX") == -1f && flag) { StartCoroutine("DpadControl", Dpad.Left); } if (Input.GetAxis("PadY") == 1f && flag) { StartCoroutine("DpadControl", Dpad.Up); } if (Input.GetAxis("PadY") == -1f) { StartCoroutine("DpadControl", Dpad.Down); } }
private void GenerateDirection() { // Generate first random direction firstDirection = Random.Range(0, 4); direction1.sprite = directionSprites[firstDirection]; key1 = keyCodes[firstDirection]; dir1 = dpadCodes[firstDirection]; }
IEnumerator DpadControl(Dpad value) { flag = false; yield return new WaitForSeconds(0.15f); // delay it as you wish if (value == Dpad.Up) DPadUp(); //** go up if (value == Dpad.Down) DPadDown(); //** go down StopCoroutine("DpadControl"); }
public bool buttonPressed(Dpad arrow) { if (joystick == null) { return(false); } joystick.Poll(); int arrowID = (int)arrow; return(ArrowPressed(arrowID)); }
IEnumerator DpadControl(Dpad value) { flag = false; yield return(new WaitForSeconds(0.15f)); // delay it as you wish if (value == Dpad.Up) { DPadUp(); //** go up } if (value == Dpad.Down) { DPadDown(); //** go down } StopCoroutine("DpadControl"); }
public void DpadInputCheck() { if (Input.GetAxisRaw(dpadAxisX) == -1) { if (!dpadAxisInUse) { left = true; currentDirection = Dpad.Left; dpadAxisInUse = true; } } else if (Input.GetAxisRaw(dpadAxisX) == 1) { if (!dpadAxisInUse) { right = true; currentDirection = Dpad.Right; dpadAxisInUse = true; } } else if (Input.GetAxisRaw(dpadAxisY) == 1) { if (!dpadAxisInUse) { up = true; currentDirection = Dpad.Up; dpadAxisInUse = true; } } else if (Input.GetAxisRaw(dpadAxisY) == -1) { if (!dpadAxisInUse) { down = true; currentDirection = Dpad.Down; dpadAxisInUse = true; } } else // Resets dpad input { dpadAxisInUse = false; left = false; up = false; right = false; down = false; currentDirection = Dpad.None; } }
void PadControll() { if (Input.GetAxis("DPadYP1") == 0.0) { control = Dpad.None; flag = true; } if (Input.GetAxis("DPadYP1") == 1f && flag) { StartCoroutine("DpadControl", Dpad.Up); } if (Input.GetAxis("DPadYP1") == -1f && flag) { StartCoroutine("DpadControl", Dpad.Down); } }
public void Update() { LeftControlStick.Update(); RightControlStick.Update(); ButtonA.Update(); ButtonB.Update(); ButtonX.Update(); ButtonY.Update(); ButtonLB.Update(); ButtonRB.Update(); ButtonBack.Update(); ButtonStart.Update(); ButtonL3.Update(); ButtonR3.Update(); Dpad.Update(); RightTrigger.Update(); LeftTrigger.Update(); }
void SetSelected(object selectedButton) { List <UIView> l = new List <UIView> (this.View.Subviews); foreach (UIView view in l) { if (view is UIPresetButton) { if (view.Equals(selectedButton)) { selectedPreset = int.Parse(view.AccessibilityIdentifier) - 1; ((UIPresetButton)view).Focused = true; } else { ((UIPresetButton)view).Focused = false; } } } Dpad.Rotated = presets [selectedPreset].DPadRotated; Dpad.SetNeedsDisplay(); }
// your methods can go nice and easy here ! IEnumerator DpadControl(Dpad value) { flag = false; yield return(new WaitForSeconds(0.15f)); // delay it as you wish if (value == Dpad.Right) { derecha(); //** go right } if (value == Dpad.Left) { izquierda(); //** go left } if (value == Dpad.Up) { rotateGroup(); //** go up } if (value == Dpad.Down) { bajar(); //** go down } StopCoroutine("DpadControl"); }
// Use this for initialization void Start() { es = GameObject.Find("EventSystem"); dpad = GameObject.Find("DpadOnePiece").GetComponent <Dpad> (); anim = GetComponent <Animator> (); //обращение к аниматору myRigidbody = GetComponent <Rigidbody2D> (); sfxMan = FindObjectOfType <SFXManager> (); if (!playerExists) { playerExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } if (es) { DontDestroyOnLoad(es); } }
void PadControll() { if(Input.GetAxis("DPadYP1") == 0.0) { control = Dpad.None; flag = true; } if (Input.GetAxis("DPadYP1") == 1f && flag) { StartCoroutine("DpadControl", Dpad.Up); } if (Input.GetAxis("DPadYP1") == -1f && flag) { StartCoroutine("DpadControl", Dpad.Down); } }