Beispiel #1
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 /// <summary>
 /// Class is used as help for <code>PlayerInput</code> class to better organisation with passing<br>
 /// arguments to user by AxisCodeerface methods such as <code>TriggerInput</code>.
 /// Use it only, if you know what it should do.</br>
 /// </summary>
 /// <param name="unityInputX">Name of input project settings, make sure that string exists</param>
 /// <param name="code">code of axis, for single axis codes it can be only: LEFT_TRIGGER and RIGHT_TRIGGER that this class contains, so pass them to avoid exception</param>
 /// <param name="deadZoneX">Deadzone of X axis</param>
 public JoystickAxis(PInput input, string unityInputX, AxisCode code, float deadZoneX)
 {
     this.input = input;
     SetCode(code);
     this.unityInputX = unityInputX;
     this.deadZoneX   = deadZoneX;
 }
Beispiel #2
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 public JoystickButton(PInput input, string unityInput, ButtonCode code)
 {
     this.input      = input;
     this.unityInput = unityInput;
     this.code       = code;
 }
Beispiel #3
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 public JoystickDoubleAxis(PInput input, string unityInputX, string unityInputY, AxisCode code, float deadZoneX, float deadZoneY) : base(input, unityInputX, code, deadZoneX)
 {
     this.unityInputY = unityInputY;
     this.deadZoneY   = deadZoneY;
 }