void OnControllerPreDisconnect(ControllerStatusChangedEventArgs args)
 {
     // This function will be called when a controller is about to be disconnected
     // You can get information about the controller that is being disconnected via the args parameter
     // You can use this event to save the controller's maps before it's disconnected
     Debug.Log("A controller is being disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
 }
 private void ReInputOnControllerPreDisconnectEvent(ControllerStatusChangedEventArgs controllerStatusChangedEventArgs)
 {
     foreach (var player in ReInput.players.Players)
     {
         if (player.controllers.ContainsController(
             controllerStatusChangedEventArgs.controllerType,
             controllerStatusChangedEventArgs.controllerId))
         {
             RemoveController(player);
         }
     }
 }
 // This function will be called when a controller is connected
 // You can get information about the controller that was connected via the args parameter
 void OnControllerConnected(ControllerStatusChangedEventArgs args)
 {
     Debug.Log("A controller was connected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
     if (args.controllerType == ControllerType.Joystick)
     {
         if (args.controllerId == 0)
         {
             _player1 = ReInput.players.GetPlayer(args.controllerId);
             _buttons[0].GetComponent <Image>().color = _buttons[0].GetComponent <Button>().colors.highlightedColor;
         }
         _controllerIDToPlayerID.Add(args.controllerId, args.controllerId);
     }
     _controllerIDToPlayerID.Add(args.controllerId, args.controllerId);
 }
Example #4
0
    void OnControllerDisconnected(ControllerStatusChangedEventArgs args)
    {
        Debug.Log("A controller was disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);


        if (args.name == "XInput Gamepad 1")
        {
            xboxIn = false;
        }
        if (args.name == "Sony DualShock 4")
        {
            playstationIn = false;
        }
    }
Example #5
0
 void OnControllerConnected(ControllerStatusChangedEventArgs args)
 {
     if (args.controllerType != ControllerType.Joystick)
     {
         return;
     }
     foreach (Player p in ReInput.players.Players)
     {
         if (p.controllers.ContainsController(args.controllerType, args.controllerId))
         {
             manager.ActivatePlayer(p.id);
             manager.RouteActivationInput(p.id);
         }
     }
 }
Example #6
0
    void OnControllerConnected(ControllerStatusChangedEventArgs args)
    {
        if (args.controllerType != ControllerType.Joystick)
        {
            return;
        }

        // Check if this Joystick has already been assigned. If so, just let Auto-Assign do its job.
        if (assignedJoysticks.Contains(args.controllerId))
        {
            return;
        }

        // Assign Joystick to the System Player until it's been explicitly assigned
        ReInput.players.GetSystemPlayer().controllers.AddController <Joystick>(args.controllerId, true);
    }
Example #7
0
        private void OnReInputOnControllerConnectedEvent(
            ControllerStatusChangedEventArgs controllerStatusChangedEventArgs)
        {
            if (controllerStatusChangedEventArgs.controllerType != ControllerType.Joystick)
            {
                return;
            }
            AssignController();

            foreach (var joystick in ReInput.controllers.Joysticks)
            {
                var index = Array.IndexOf(_player.controllers.Joysticks.ToArray(), joystick);
                ControllerMapLoader.CategoryHistory.ForEach(x =>
                                                            _player.controllers.maps.LoadMap(ControllerType.Joystick, index, x, "Default", true));
            }
        }
Example #8
0
    void OnControllerDisconnected(ControllerStatusChangedEventArgs args)
    {
        Debug.Log("Controller disconnected: Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);

        int player_id = args.controllerId;

        // Find the player related to the controller.
        ConnectedPlayer connected_player = connected_players[player_id];

        connected_player.rewired.controllers.ClearAllControllers();

        // And destroy them!
        KillPlayer(player_id);

        connected_players.Remove(player_id);
    }
        /// <summary>
        /// Calls after a controller has been disconnected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerPreDiscconnect(ControllerStatusChangedEventArgs args)
        {
            if (!isEnabled)
            {
                return;
            }

            // Save data before joystick is disconnected
            if (args.controllerType == ControllerType.Joystick)
            {
                SaveJoystickData(args.controllerId);
#if UNITY_EDITOR
                Debug.Log("Rewired: " + thisScriptName + " saved Joystick " + args.controllerId + " (" + ReInput.controllers.GetJoystick(args.controllerId).hardwareName + ") data to XML.");
#endif
            }
        }
Example #10
0
    void OnControllerPreDisconnected(ControllerStatusChangedEventArgs args)
    {
        j = ReInput.controllers.GetJoystick(args.controllerId);
        if (j.tag == "assigned")
        {
            for (int i = 0; i < 4; i++)
            {
                if (p[i].controllers.ContainsController(j))
                {
                    p[i].controllers.RemoveController(j);
                    players[i].color  = Color.black;
                    players[i].sprite = unReady[THOptions.characterChoices[i]];
                    THOptions.playerIsUsingController[i] = false;

                    readyText[i].text = "";

                    if (i == 0)
                    {
                        controls[0].text = "Press W\nor X / A\non a controller\nto join game";
                        p1r      = false;
                        p1inGame = false;
                    }
                    if (i == 1)
                    {
                        controls[1].text = "Press T\nor X / A\non a controller\nto join game";
                        p2r      = false;
                        p2inGame = false;
                    }
                    if (i == 2)
                    {
                        controls[2].text = "Press I\nor X / A\non a controller\nto join game";
                        b1r      = false;
                        p3inGame = false;
                    }
                    if (i == 3)
                    {
                        controls[3].text = "Press â–²\nor X / A\non a controller\nto join game";
                        b2r      = false;
                        p4inGame = false;
                    }

                    playersInGame--;
                    THOptions.playerIsInGame[i] = false;
                }
            }
        }
    }
Example #11
0
    void OnControllerPreDisconnected(ControllerStatusChangedEventArgs args)
    {
        j = ReInput.controllers.GetJoystick(args.controllerId);
        if (j.tag == "assigned")
        {
            for (int i = 0; i < 4; i++)
            {
                if (p[i].controllers.ContainsController(j))
                {
                    p[i].controllers.RemoveController(j);
                    images[i].color      = Color.black;
                    images[i].sprite     = unReadied[SkydiversOptions.characterChoices[i]];
                    images[i + 4].sprite = redLight;
                    SkydiversOptions.playerIsUsingController[i] = false;

                    if (i == 0)
                    {
                        controls[0].text = "Press S or X / A\non a controller\nto join game";
                        p1r.text         = "";
                        p1Ready          = false;
                        p1InGame         = false;
                    }
                    if (i == 1)
                    {
                        controls[1].text = "Press G or X / A\non a controller\nto join game";
                        p2r.text         = "";
                        p2Ready          = false;
                        p2InGame         = false;
                    }
                    if (i == 2)
                    {
                        controls[2].text = "Press K or X / A\non a controller\nto join game";
                        p3r.text         = "";
                        p3Ready          = false;
                        p3InGame         = false;
                    }
                    if (i == 3)
                    {
                        controls[3].text = "Press â–¼ or X / A\non a controller\nto join game";
                        p4r.text         = "";
                        p4Ready          = false;
                        p4InGame         = false;
                    }
                }
            }
        }
    }
Example #12
0
    void OnControllerDisconnected(ControllerStatusChangedEventArgs _args)
    {
        int controller_id = _args.controllerId;

        // Remove controller from the player it is attached to.
        ConnectedPlayer connected_player = player_dictionary[controller_id];

        connected_player.input.controllers.ClearAllControllers();

        // Clean up the player's attached USBCharacter if it exists.
        if (connected_player.character)
        {
            PlayerLeave(controller_id);
        }

        // Remove the player entry from the list.
        player_dictionary.Remove(controller_id);
    }
        /// <summary>
        /// Called when a controller is connected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerConnected(ControllerStatusChangedEventArgs args)
        {
            if (!isEnabled)
            {
                return;
            }

            // Load data when joystick is connected
            if (args.controllerType == ControllerType.Joystick)
            {
                int count = LoadJoystickData(args.controllerId);
#if UNITY_EDITOR
                if (count > 0)
                {
                    Debug.Log("Rewired: " + thisScriptName + " loaded Joystick " + args.controllerId + " (" + ReInput.controllers.GetJoystick(args.controllerId).hardwareName + ") data from XML. " + editorLoadedMessage);
                }
#endif
            }
        }
Example #14
0
        void OnControllerConnected(ControllerStatusChangedEventArgs args)
        {
            if (args.controllerType != ControllerType.Joystick)
            {
                return;
            }

            // Check if this Joystick has already been assigned. If so, just let Auto-Assign do its job.
            if (assignedJoysticks.Contains(args.controllerId))
            {
                return;
            }

            // Joystick hasn't ever been assigned before. Make sure it's assigned to the System Player until it's been explicitly assigned
            ReInput.players.GetSystemPlayer().controllers.AddController(
                args.controllerType,
                args.controllerId,
                true // remove any auto-assignments that might have happened
                );
        }
Example #15
0
 protected override void OnControllerConnected(ControllerStatusChangedEventArgs args)
 {
     if (!this.isEnabled)
     {
         return;
     }
     if (args.controllerType == ControllerType.Joystick)
     {
         int num = this.LoadJoystickData(args.controllerId);
         if (this.loadDataOnStart && this.loadJoystickAssignments && !this.wasJoystickEverDetected)
         {
             base.StartCoroutine(this.LoadJoystickAssignmentsDeferred());
         }
         if (this.loadJoystickAssignments && !this.deferredJoystickAssignmentLoadPending)
         {
             this.SaveControllerAssignments();
         }
         this.wasJoystickEverDetected = true;
     }
 }
Example #16
0
    // This function will be called when a controller is connected
    // You can get information about the controller that was connected via the args parameter
    void OnControllerConnected(ControllerStatusChangedEventArgs args)
    {
        Debug.Log("A controller was connected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);

        if (args.controllerType != ControllerType.Joystick)
        {
            return;
        }

        // Check if this Joystick has already been assigned. If so, just let Auto-Assign do its job.
        if (assignedController.Contains(args.controllerId))
        {
            return;
        }

        // Joystick hasn't ever been assigned before. Make sure it's assigned to the System Player until it's been explicitly assigned
        ReInput.players.GetSystemPlayer().controllers.AddController <Joystick>(
            ReInput.controllers.GetJoystick(args.controllerId).id,
            true // remove any auto-assignments that might have happened
            );
    }
Example #17
0
 public virtual void OnControllerConnected(ControllerStatusChangedEventArgs args)
 {
     if (!inputDevices.Contains(InputDevice.Gamepad))
     {
         inputDevices = inputDevices.Add(InputDevice.Gamepad);
     }
     if (inputters[0].controllers.joystickCount == 0)
     {
         inputters[0].controllers.AddController(args.controller, true);
         if (humanPlayers.Length == 2)
         {
             inputters[1].controllers.AddController(inputters[0].controllers.GetLastActiveController(ControllerType.Keyboard), true);
         }
     }
     else if (inputters[1].controllers.joystickCount == 0)
     {
         inputters[1].controllers.AddController(args.controller, true);
     }
     foreach (_Text text in _Text.instances)
     {
         text.UpdateText();
     }
 }
        private void JoystickDisconnected(ControllerStatusChangedEventArgs args) {
            // Close dialogs and clear queue if a joystick is disconnected
            if(showMenu) ClearWorkingVars();

            // Always force reidentification of all joysticks when a joystick is added or removed when using Unity input
            if(ReInput.unityJoystickIdentificationRequired) IdentifyAllJoysticks();
        }
        /// <summary>
        /// Called when a controller is connected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerConnected(ControllerStatusChangedEventArgs args) {
            if(!isEnabled) return;

            // Load data when joystick is connected
            if(args.controllerType == ControllerType.Joystick) LoadJoystickData(args.controllerId);
        }
    private void OnControllerConnected(ControllerStatusChangedEventArgs args)
    {
        // This function will be called when a controller is connected
        // You can get information about the controller that was connected via the args parameter
        Debug.Log("A controller was connected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);

        SetPlayerReady(args.controllerId, false);
    }
        private void JoystickPreDisconnect(ControllerStatusChangedEventArgs args) {
            // Check if the current editing controller was just disconnected and deselect it
            if(selectedController.hasSelection && args.controllerType == selectedController.type && args.controllerId == selectedController.id) {
                ClearControllerSelection(); // joystick was disconnected
            }

            // Save the user maps before the joystick is disconnected if in the menu since user may have changed something
            if(showMenu) SaveJoystickMaps(args.controllerId);
        }
        /// <summary>
        /// Called when a controller is about to be disconnected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerDisconnected(ControllerStatusChangedEventArgs args) {
            if(!isEnabled) return;

            // Nothing to do
        }
        private void JoystickConnected(ControllerStatusChangedEventArgs args) {
            // Reload maps if a joystick is connected
            LoadJoystickMaps(args.controllerId);

            // Always force reidentification of all joysticks when a joystick is added or removed when using Unity input
            if(ReInput.usingUnityInput) IdentifyAllJoysticks();
        }
Example #24
0
 // Get the current connected gamepads when a controller is connected or disconnected
 private void ControllerEventChange(ControllerStatusChangedEventArgs args)
 {
     GetGamepads();
 }
        /// <summary>
        /// Called when a controller is connected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerConnected(ControllerStatusChangedEventArgs args) {
            if(!isEnabled) return;

            // Load data when joystick is connected
            if(args.controllerType == ControllerType.Joystick) {
                int count = LoadJoystickData(args.controllerId);
#if UNITY_EDITOR
                if(count > 0) Debug.Log("Rewired: " + thisScriptName + " loaded Joystick " + args.controllerId + " (" + ReInput.controllers.GetJoystick(args.controllerId).hardwareName + ") data from XML. " + editorLoadedMessage);
#endif
            }
        }
Example #26
0
 void OnControllerConnected(ControllerStatusChangedEventArgs args)
 {
     j = ReInput.controllers.GetJoystick(args.controllerId);
     allControllers.controllers.AddController(j, true);
     j.tag = null;
 }
Example #27
0
 // This function will be called when a controller is about to be disconnected
 // You can get information about the controller that is being disconnected via the args parameter
 // You can use this event to save the controller's maps before it's disconnected
 void OnControllerPreDisconnect(ControllerStatusChangedEventArgs args)
 {
     Debug.Log("A controller is being disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
 }
 private void JoystickConnected(ControllerStatusChangedEventArgs args)
 {
     this.LoadJoystickMaps(args.controllerId);
     if (ReInput.unityJoystickIdentificationRequired)
     {
         this.IdentifyAllJoysticks();
     }
 }
 private void JoystickDisconnected(ControllerStatusChangedEventArgs args)
 {
     if (this.showMenu)
     {
         this.ClearWorkingVars();
     }
     if (ReInput.unityJoystickIdentificationRequired)
     {
         this.IdentifyAllJoysticks();
     }
 }
    private void OnControllerDisconnected(ControllerStatusChangedEventArgs args)
    {
        // This function will be called when a controller is fully disconnected
        // You can get information about the controller that was disconnected via the args parameter
        Debug.Log("A controller was disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);

        SetPlayerReady(args.controllerId, true);

        if(numberOfPlayers > 0)
        {
            DecrementPlayerCount();
        }
    }
        /// <summary>
        /// Calls after a controller has been disconnected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerPreDiscconnect(ControllerStatusChangedEventArgs args) {
            if(!isEnabled) return;

            // Save data before joystick is disconnected
            if(args.controllerType == ControllerType.Joystick) SaveJoystickData(args.controllerId);
        }
Example #32
0
 //these two methods are for ReWired, if any of you guys have any questions about it I can answer them, but you don't need to worry about this for working on the game - Buscemi
 void OnControllerConnected(ControllerStatusChangedEventArgs arg)
 {
     CheckController(myPlayer);
 }
Example #33
0
 private void OnControllerConnectedEvent(ControllerStatusChangedEventArgs obj)
 {
     if (this)
     {
         this.ResetUI();
     }
 }
 protected override void OnControllerPreDiscconnect(ControllerStatusChangedEventArgs args)
 {
     if (!this.isEnabled)
     {
         return;
     }
     if (args.controllerType == ControllerType.Joystick)
     {
         this.SaveJoystickData(args.controllerId);
     }
 }
        /// <summary>
        /// Calls after a controller has been disconnected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerPreDiscconnect(ControllerStatusChangedEventArgs args) {
            if(!isEnabled) return;

            // Save data before joystick is disconnected
            if(args.controllerType == ControllerType.Joystick) {
                SaveJoystickData(args.controllerId);
#if UNITY_EDITOR
                Debug.Log("Rewired: " + thisScriptName + " saved Joystick " + args.controllerId + " (" + ReInput.controllers.GetJoystick(args.controllerId).hardwareName + ") data to XML.");
#endif
            }
        }
 void OnControllerChanged(ControllerStatusChangedEventArgs args)
 {
     controller_index = 0;
     LoadControllerList();
     ChangeController(0);
 }
Example #37
0
 private void OnControllerDisconnected(ControllerStatusChangedEventArgs args)
 {
     DrawLabels();
 }
 private void JoystickPreDisconnect(ControllerStatusChangedEventArgs args)
 {
     if (this.selectedController.hasSelection && args.controllerType == this.selectedController.type && args.controllerId == this.selectedController.id)
     {
         this.ClearControllerSelection();
     }
     if (this.showMenu)
     {
         this.SaveJoystickMaps(args.controllerId);
     }
 }
Example #39
0
 private void JoystickDisconnected(ControllerStatusChangedEventArgs args)
 {
     this.IdentifyAllJoysticks();
 }
Example #40
0
 private void OnControllerConnectedEvent(ControllerStatusChangedEventArgs obj)
 {
     bool flag = false;
     Debug.Log("OnControllerConnectedEvent");
     IList<Player> allPlayers = ReInput.players.AllPlayers;
     for (int i = 1; i < allPlayers.Count; i++)
     {
         Player player = allPlayers[i];
         bool flag2 = player.controllers.ContainsController(obj.controllerType, obj.controllerId);
         bool flag3 = InputDeviceManager.UseDevice(ReInput.controllers.GetController(obj.controllerType, obj.controllerId).hardwareIdentifier);
         if (!flag2 && flag3)
         {
             flag = true;
             Debug.Log(string.Concat(new object[]
             {
                 "Adding controller to player ",
                 i,
                 " (",
                 player.name,
                 ")"
             }));
             player.controllers.AddController(obj.controllerType, obj.controllerId, false);
         }
         else if (flag2 && !flag3)
         {
             flag = true;
             Debug.Log(string.Concat(new object[]
             {
                 "Removing controller to player ",
                 i,
                 " (",
                 player.name,
                 ")"
             }));
             player.controllers.RemoveController(obj.controllerType, obj.controllerId);
         }
     }
     if (flag && !InputMapping.holdLoadingMaps)
     {
         if (LocalPlayer.Inventory && LocalPlayer.Inventory.CurrentView == PlayerInventory.PlayerViews.World)
         {
             base.Invoke("LoadAllMaps", 0.5f);
         }
         else
         {
             this.LoadAllMaps();
         }
     }
 }
        /// <summary>
        /// Calls after a controller has been disconnected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerPreDiscconnect(ControllerStatusChangedEventArgs args) {
            if(!isEnabled) return;

            // Save data before joystick is disconnected
            if(args.controllerType == ControllerType.Joystick) SaveJoystickData(args.controllerId);
        }
        private void JoystickConnected(ControllerStatusChangedEventArgs args) {
            // Reload maps if a joystick is connected
            LoadJoystickMaps(args.controllerId);

            // Always force reidentification of all joysticks when a joystick is added or removed when using Unity input on a platform that requires manual identification
            if(ReInput.unityJoystickIdentificationRequired) IdentifyAllJoysticks();
        }
Example #43
0
 private void OnControllerChanged(ControllerStatusChangedEventArgs args)
 {
     SetSelectedController(selectedControllerType);
 }
        /// <summary>
        /// Called when a controller is about to be disconnected.
        /// </summary>
        /// <param name="args">ControllerStatusChangedEventArgs</param>
        protected override void OnControllerDisconnected(ControllerStatusChangedEventArgs args) {
            if(!isEnabled) return;

            // Nothing to do
        }
 private void OnControllerConnected(ControllerStatusChangedEventArgs args)
 {
     AssignPrimaryDevice();
 }
Example #46
0
 private void OnControllerDisconnected(ControllerStatusChangedEventArgs args) {
     hasEvent = true;
     storeControllerName.Value = args.name;
     storeControllerId.Value = args.controllerId;
     storeControllerType.Value = (int)args.controllerType;
 }
Example #47
0
            // This function will be called when a controller is connected
            // You can get information about the controller that was connected via the args parameter
            void OnControllerConnected(ControllerStatusChangedEventArgs args)
            {
                Debug.Log("A controller was connected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);

                AssignJoystickToNextOpenPlayer(ReInput.controllers.GetJoystick(args.controllerId));
            }
Example #48
0
 private void OnControllerConnectedEvent(ControllerStatusChangedEventArgs obj)
 {
     this.ResetUI();
 }
Example #49
0
 /// <summary>
 /// a controller is disconnected
 /// </summary>
 void OnControllerDisconnected(ControllerStatusChangedEventArgs args)
 {
     Debug.Log("A controller was disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
     updatePlayerController(args.controllerId, false);
 }
 private void JoystickDisconnected(ControllerStatusChangedEventArgs args) {
     // Identify all joysticks on connect or disconnect because ids are not reliable in Unity
     IdentifyAllJoysticks();
 }
 void OnControllerDisconnected(ControllerStatusChangedEventArgs args)
 {
     // This function will be called when a controller is fully disconnected
     // You can get information about the controller that was disconnected via the args parameter
     Debug.Log("A controller was disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
 }
 protected override void OnControllerDisconnected(ControllerStatusChangedEventArgs args)
 {
     if (!this.isEnabled)
     {
         return;
     }
 }