public override float GetAxis(GameAxis axis) { switch (axis) { case GameAxis.X_MOVEMENT: return(Input.GetAxis(xAxisName)); case GameAxis.Y_MOVEMENT: return(Input.GetAxis(yAxisName)); } return(0.0f); }
public static bool UnbindAxis(string gameAxisID, string inputAxisDescr) { if (gameAxisBindings.ContainsKey(gameAxisID)) //Game action exists { GameAxis gameAxis = gameAxisBindings[gameAxisID]; bool success = gameAxis.UnbindInputAxis(inputAxisDescr); if (success && !gameAxis.HasBoundInputAxes()) { gameAxisBindings.Remove(gameAxisID); } return(success); } return(false); }
static GameInput() { #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN Shoot = XGameButton.LeftTrigger; UseWeapon = XGameButton.RightTrigger; Submit = XGameButton.A; Cancel = XGameButton.B; StartButton = XGameButton.Start; Swipe = XGameButton.RightBumper; axisButtons = new GameButton[] { Shoot, UseWeapon, Submit, Cancel, StartButton, Swipe }; Horizontal = XGameAxis.LeftStickHorizonal; Vertical = XGameAxis.LeftStickVertical; RightHorizontal = XGameAxis.RightStickHorizontal; RightVertical = XGameAxis.RightStickVertical; gameAxes = new GameAxis[] { Horizontal, Vertical, RightHorizontal, RightVertical }; #endif }
public float GetAxis(GameAxis axis, int player = -1) { if (player < 0) { if (!globalInputEnabled) { return(0.0f); } float sum = 0.0f; foreach (InputPlayer pl in players) { sum += pl.GetAxis(axis); } if (sum > 1.0f) { sum = 1.0f; } else if (sum < -1.0f) { sum = -1.0f; } return(sum); } else { if (players.Count > player && players[player].inputEnabled) { return(players[player].GetAxis(axis)); } else { return(0.0f); } } }
public virtual float GetAxis(GameAxis axis) { return(0.0f); }
/* * Returns the cumulative value of an axis from all Update frames since the last FixedUpdate. */ public static float CumulativeValue(GameAxis axis) { return m_isMuted ? 0 : m_axis[axis].CumulativeValue(); }
/* * Returns the average value of an axis from all Update frames since the last FixedUpdate. */ public static float AverageValue(GameAxis axis) { return m_isMuted ? 0 : m_axis[axis].AverageValue(); }