Ejemplo n.º 1
0
        public Controller(int number, string name, Color color, Inputs.InputDevice device, Inputs.InputControlScheme scheme)
        {
            _name   = name;
            _color  = color;
            _number = number;
            _device = device;
            //_user = Inputs.Users.InputUser.CreateUserWithoutPairedDevices();
            //Inputs.Users.InputUser.PerformPairingWithDevice(_device, _user);

            // Each player gets a separate action setup. This makes the state of actions and bindings
            // local to each player and also ensures we're not stepping on the action setup used by
            // DemoGame itself for the main menu (where we are not using control schemes and just blindly
            // bind to whatever devices are available locally).
            _scheme                = scheme;
            _actionMap             = new ActionMap();
            _actionMap.bindingMask = new Inputs.InputBinding {
                groups = _scheme.bindingGroup
            };
            Enable();
        }
 internal ControlSchemeSyntax(InputControlScheme controlScheme)
 {
     m_Asset = null;
     m_ControlSchemeIndex = -1;
     m_ControlScheme      = controlScheme;
 }
 internal ControlSchemeSyntax(InputActionAsset asset, int index)
 {
     m_Asset = asset;
     m_ControlSchemeIndex = index;
     m_ControlScheme      = new InputControlScheme();
 }
 public static InputControlScheme OrWithOptionalDevice(this InputControlScheme scheme, string controlPath)
 {
     return(new ControlSchemeSyntax(scheme).OrWithOptionalDevice(controlPath).Done());
 }
 public static InputControlScheme WithRequiredDevice(this InputControlScheme scheme, string controlPath)
 {
     return(new ControlSchemeSyntax(scheme).WithRequiredDevice(controlPath).Done());
 }
 public static InputControlScheme WithBindingGroup(this InputControlScheme scheme, string bindingGroup)
 {
     return(new ControlSchemeSyntax(scheme).WithBindingGroup(bindingGroup).Done());
 }