Beispiel #1
0
        public override bool GetGamepadButtonReleasedRaw(IGamepadController gamepad, GamepadButtonRaw button)
        {
            if (button == GamepadButtonRaw.None)
            {
                return(false);
            }

            return(UnityEngine.Input.GetKeyUp((UnityEngine.KeyCode)(GetGamepadKeyCodeOffset(gamepad) - 1 + ((int)button))));
        }
Beispiel #2
0
        public bool IsButtonHeld(GamepadButtonRaw button)
        {
            if (!Enabled)
            {
                return(false);
            }

            return(input.GetGamepadButtonHeldRaw(this, button));
        }
Beispiel #3
0
        public override bool GetGamepadButtonReleasedRaw(IGamepadController gamepad, GamepadButtonRaw button)
        {
            if (button == GamepadButtonRaw.None || button == GamepadButtonRaw.Button_9 || (int)button >= (int)GamepadButtonRaw.Button_12)
            {
                return(false);
            }

            var gamepadRaw = GetGamepad(gamepad);

            if (gamepadRaw == null)
            {
                return(false);
            }

            return(gamepadRaw[GetGamepadButtonMapping(button)].wasReleasedThisFrame);
        }
Beispiel #4
0
        private UnityEngine.InputSystem.LowLevel.GamepadButton GetGamepadButtonMapping(GamepadButtonRaw button)
        {
            var result = UnityEngine.InputSystem.LowLevel.GamepadButton.Start;             // No "None"

            switch (button)
            {
            case GamepadButtonRaw.Button_1:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.A;
                break;

            case GamepadButtonRaw.Button_2:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.B;
                break;

            case GamepadButtonRaw.Button_3:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.X;
                break;

            case GamepadButtonRaw.Button_4:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.Y;
                break;

            case GamepadButtonRaw.Button_5:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.LeftShoulder;
                break;

            case GamepadButtonRaw.Button_6:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.RightShoulder;
                break;

            case GamepadButtonRaw.Button_7:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.Select;
                break;

            case GamepadButtonRaw.Button_8:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.Start;
                break;

            case GamepadButtonRaw.Button_10:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.LeftStick;
                break;

            case GamepadButtonRaw.Button_11:
                result = UnityEngine.InputSystem.LowLevel.GamepadButton.RightStick;
                break;
            }

            return(result);
        }
Beispiel #5
0
 public abstract bool GetGamepadButtonReleasedRaw(IGamepadController gamepad, GamepadButtonRaw button);