/* ----------------------------------------------------------------------------------- * GUI CONTROLLER DISPLAY */ public void Update() { if (debug) { /* UPDATE CONTROLERS */ // IMPORTANT! update the controllers here for best results OuyaInput.UpdateControllers(); /* CONSOLE TRIGGER AND D-PAD EVENTS */ if (OuyaInput.GetButtonDown(OuyaButton.LT, observedPlayer)) { Debug.Log("LT down event"); } if (OuyaInput.GetButtonUp(OuyaButton.LT, observedPlayer)) { Debug.Log("LT up event"); } if (OuyaInput.GetButtonDown(OuyaButton.RT, observedPlayer)) { Debug.Log("RT down event"); } if (OuyaInput.GetButtonUp(OuyaButton.RT, observedPlayer)) { Debug.Log("RT up event"); } if (OuyaInput.GetButtonUp(OuyaButton.DU, observedPlayer)) { Debug.Log("DU up event"); } if (OuyaInput.GetButtonDown(OuyaButton.DU, observedPlayer)) { Debug.Log("DU down event"); } if (OuyaInput.GetButtonUp(OuyaButton.DD, observedPlayer)) { Debug.Log("DD up event"); } if (OuyaInput.GetButtonDown(OuyaButton.DD, observedPlayer)) { Debug.Log("DD down event"); } if (OuyaInput.GetButtonUp(OuyaButton.DR, observedPlayer)) { Debug.Log("DR up event"); } if (OuyaInput.GetButtonDown(OuyaButton.DR, observedPlayer)) { Debug.Log("DR down event"); } if (OuyaInput.GetButtonUp(OuyaButton.DL, observedPlayer)) { Debug.Log("DL up event"); } if (OuyaInput.GetButtonDown(OuyaButton.DL, observedPlayer)) { Debug.Log("DL down event"); } } }
/* ----------------------------------------------------------------------------------- * INITIAL SETUP */ public void Start() { // OPTIONAL: set button state scanning to receive input state events for trigger and d-pads OuyaInput.SetContinuousScanning(continuousScan); // OPTIONAL: define the deadzone if you want to use advanced joystick and trigger access OuyaInput.SetDeadzone(deadzoneType, deadzone); OuyaInput.SetTriggerThreshold(triggerTreshold); // do one controller update here to get everything started as soon as possible OuyaInput.UpdateControllers(); }
/* ----------------------------------------------------------------------------------- * INITIAL SETUP */ public void Start() { // set the editor platform to get correct input while testing in the editor OuyaInput.SetEditorPlatform(editorWorkPlatform); // set button state scanning to receive input state events for trigger and d-pads OuyaInput.SetContiniousScanning(continiousScan); // define the deadzone if you want to use advanced joystick and trigger access OuyaInput.SetDeadzone(deadzoneType, deadzone); OuyaInput.SetTriggerTreshold(triggerTreshold); // do one controller update here to get everything started as soon as possible OuyaInput.UpdateControllers(); }
void Update() { OuyaInput.UpdateControllers(); if (OuyaInput.GetButtonDown(OuyaButton.RB, OuyaPlayer.P01)) { FPSGraphC hudFps = GameObject.FindObjectOfType(typeof(FPSGraphC)) as FPSGraphC; hudFps.enabled = !hudFps.enabled; } if (OuyaInput.GetButtonDown(OuyaButton.LB, OuyaPlayer.P01)) { OuyaInputTester inputTester = gameObject.GetComponent <OuyaInputTester>(); inputTester.enabled = !inputTester.enabled; } }
/* ----------------------------------------------------------------------------------- * UPDATE CYCLE */ public void Update() { /* UPDATE CONTROLERS */ // IMPORTANT! update the controllers here for best results OuyaInput.UpdateControllers(); /* GET VALUES FOR CONTROLLER AXES */ // left joystick float x_Axis_LeftStick = OuyaInput.GetAxis(OuyaAxis.LX, player); float y_Axis_LeftStick = OuyaInput.GetAxis(OuyaAxis.LY, player); // right joystick float x_Axis_RightStick = OuyaInput.GetAxis(OuyaAxis.RX, player); float y_Axis_RightStick = OuyaInput.GetAxis(OuyaAxis.RY, player); // d-pad float x_Axis_DPad = OuyaInput.GetAxis(OuyaAxis.DX, player); float y_Axis_DPad = OuyaInput.GetAxis(OuyaAxis.DY, player); // triggers float axis_LeftTrigger = OuyaInput.GetAxis(OuyaAxis.LT, player); float axis_RightTrigger = OuyaInput.GetAxis(OuyaAxis.RT, player); // examples for deadzone clipping (we can choose between three types) Vector2 leftStickInput = OuyaInput.CheckDeadzoneCircular(x_Axis_LeftStick, y_Axis_LeftStick, deadzone); Vector2 rightStickInput = OuyaInput.CheckDeadzoneRescaled(x_Axis_RightStick, y_Axis_RightStick, deadzone); Vector2 dPadInput = OuyaInput.CheckDeadzoneRescaled(x_Axis_DPad, y_Axis_DPad, deadzone); /* GET ADVANCED JOYSTICK AND TRIGGER INPUT WITH DEADZONE MAPPING */ // examples for easy (or precision) joystick input Vector2 leftJoystick = OuyaInput.GetJoystick(OuyaJoystick.LeftStick, player); Vector2 rightJoystick = OuyaInput.GetJoystick(OuyaJoystick.RightStick, player); Vector2 dPad = OuyaInput.GetJoystick(OuyaJoystick.DPad, player); // examples for easy (or precision) trigger input float leftTrigger = OuyaInput.GetTrigger(OuyaTrigger.Left, player); float rightTrigger = OuyaInput.GetTrigger(OuyaTrigger.Right, player); /* GET PRESSED STATES FOR CONTROLLER BUTTONS */ // O U Y A buttons bool pressed_O = OuyaInput.GetButton(OuyaButton.O, player); bool pressed_U = OuyaInput.GetButton(OuyaButton.U, player); bool pressed_Y = OuyaInput.GetButton(OuyaButton.Y, player); bool pressed_A = OuyaInput.GetButton(OuyaButton.A, player); // joystick click down buttons bool pressed_LeftStick = OuyaInput.GetButton(OuyaButton.L3, player); bool pressed_RightStick = OuyaInput.GetButton(OuyaButton.R3, player); // trigger buttons bool pressed_LeftTrigger = OuyaInput.GetButton(OuyaButton.LT, player); bool pressed_RightTrigger = OuyaInput.GetButton(OuyaButton.RT, player); //shoulder buttons bool pressed_LeftShoulder = OuyaInput.GetButton(OuyaButton.LB, player); bool pressed_RightShoulder = OuyaInput.GetButton(OuyaButton.RB, player); // center buttons bool pressed_Start = OuyaInput.GetButton(OuyaButton.START, player); bool pressed_Select = OuyaInput.GetButton(OuyaButton.SELECT, player); bool pressed_System = OuyaInput.GetButton(OuyaButton.SYSTEM, player); /* GET DOWN EVENTS FOR CONTROLLER BUTTONS */ // we need to have OuyaInput.SetContinuousScanning(true) in Start() // some controllers might work without this but we want to make sure if (continuousScan) { // O U Y A buttons bool down_O = OuyaInput.GetButtonDown(OuyaButton.O, player); bool down_U = OuyaInput.GetButtonDown(OuyaButton.U, player); bool down_Y = OuyaInput.GetButtonDown(OuyaButton.Y, player); bool down_A = OuyaInput.GetButtonDown(OuyaButton.A, player); // joystick click down buttons bool down_LeftStick = OuyaInput.GetButtonDown(OuyaButton.L3, player); bool down_RightStick = OuyaInput.GetButtonDown(OuyaButton.R3, player); // trigger buttons bool down_LeftTrigger = OuyaInput.GetButtonDown(OuyaButton.LT, player); bool down_RightTrigger = OuyaInput.GetButtonDown(OuyaButton.RT, player); //shoulder buttons bool down_LeftShoulder = OuyaInput.GetButtonDown(OuyaButton.LB, player); bool down_RightShoulder = OuyaInput.GetButtonDown(OuyaButton.RB, player); // center buttons bool down_Start = OuyaInput.GetButtonDown(OuyaButton.START, player); bool down_Select = OuyaInput.GetButtonDown(OuyaButton.SELECT, player); bool down_System = OuyaInput.GetButtonDown(OuyaButton.SYSTEM, player); } /* GET UP (RELEASE) EVENTS FOR CONTROLLER BUTTONS */ // we need to have OuyaInput.SetContinuousScanning(true) in Start() // some controllers might work without this but we want to make sure if (continuousScan) { // O U Y A buttons bool up_O = OuyaInput.GetButtonUp(OuyaButton.O, player); bool up_U = OuyaInput.GetButtonUp(OuyaButton.U, player); bool up_Y = OuyaInput.GetButtonUp(OuyaButton.Y, player); bool up_A = OuyaInput.GetButtonUp(OuyaButton.A, player); // joystick click down buttons bool up_LeftStick = OuyaInput.GetButtonUp(OuyaButton.L3, player); bool up_RightStick = OuyaInput.GetButtonUp(OuyaButton.R3, player); // trigger buttons bool up_LeftTrigger = OuyaInput.GetButtonUp(OuyaButton.LT, player); bool up_RightTrigger = OuyaInput.GetButtonUp(OuyaButton.RT, player); //shoulder buttons bool up_LeftShoulder = OuyaInput.GetButtonUp(OuyaButton.LB, player); bool up_RightShoulder = OuyaInput.GetButtonUp(OuyaButton.RB, player); // center buttons bool up_Start = OuyaInput.GetButtonUp(OuyaButton.START, player); bool up_Select = OuyaInput.GetButtonUp(OuyaButton.SELECT, player); bool up_System = OuyaInput.GetButtonUp(OuyaButton.SYSTEM, player); } }