public void RegisterNewInput(UnityEngine.InputSystem.Controls.ButtonControl button)
 {
     if (button.wasPressedThisFrame)
     {
         nextInput = buttonString[button];
         UpdateCurrentComboUI();
     }
 }
Ejemplo n.º 2
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    State ToState(UnityEngine.InputSystem.Controls.ButtonControl control)
    {
        var state = new State();

        state.value       = control.ReadValue();
        state.wasPressed  = control.wasPressedThisFrame;
        state.wasReleased = control.wasReleasedThisFrame;
        return(state);
    }
Ejemplo n.º 3
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 protected override void FinishSetup(InputDeviceBuilder builder)
 {
     if (builder == null)
     {
         throw new ArgumentNullException(nameof(builder));
     }
     up    = builder.GetControl <ButtonControl>(this, "up");
     down  = builder.GetControl <ButtonControl>(this, "down");
     left  = builder.GetControl <ButtonControl>(this, "left");
     right = builder.GetControl <ButtonControl>(this, "right");
     base.FinishSetup(builder);
 }
Ejemplo n.º 4
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        //needs to enforce layout/format

        protected override void FinishSetup(InputDeviceBuilder builder)
        {
            touchId       = builder.GetControl <IntegerControl>(this, "touchId");
            position      = builder.GetControl <Vector2Control>(this, "position");
            delta         = builder.GetControl <Vector2Control>(this, "delta");
            pressure      = builder.GetControl <AxisControl>(this, "pressure");
            radius        = builder.GetControl <Vector2Control>(this, "radius");
            phase         = builder.GetControl <PointerPhaseControl>(this, "phase");
            displayIndex  = builder.GetControl <IntegerControl>(this, "displayIndex");
            indirectTouch = builder.GetControl <ButtonControl>(this, "indirectTouch");
            base.FinishSetup(builder);
        }