/// <summary> /// Get if a button is released. /// </summary> /// <param name="_name">Button to check state.</param> /// <returns>Returns true if the button is released, false otherwise.</returns> public bool GetButtonUp(ButtonType _button) { TDS_Button _selected = buttons[(int)_button]; // Get if a key of the button is held if (_selected.Keys.Any(k => Input.GetKeyUp(k))) { return(true); } // If not, return if the associated input is held return(_selected.Axis.LastState == AxisState.KeyUp); }
/// <summary> /// Creates a brand new controller. /// </summary> public TDS_Controller() { name = "New Controller"; AxisType[] _axis = (AxisType[])Enum.GetValues(typeof(AxisType)); axis = new TDS_AxisToInput[_axis.Length]; for (int _i = 0; _i < _axis.Length; _i++) { axis[_i] = new TDS_AxisToInput(_axis[_i].ToString()); } ButtonType[] _buttons = (ButtonType[])Enum.GetValues(typeof(ButtonType)); buttons = new TDS_Button[_buttons.Length]; for (int _i = 0; _i < _buttons.Length; _i++) { buttons[_i] = new TDS_Button(_buttons[_i].ToString()); } }