Example #1
0
    private void Awake()
    {
        leftVibrations  = new Dictionary <int, float>();
        rightVibrations = new Dictionary <int, float>();
        p = GetComponentInParent <playerID>().p;
#if UNITY_STANDALONE_WIN
        player = (PlayerIndex)p;

        var playerControlInfo = state[(int)player];
        state[(int)player] = playerControlInfo;
#endif
    }
Example #2
0
    /// <summary>
    /// Updates the state of the gamepad.
    /// </summary>
    void updateGamepadState()
    {
        // Find a PlayerIndex, for a single player game
        // Will find the first controller that is connected and use it
        if (!playerIndexSet || !prevState.IsConnected)
        {
            for (int i = 0; i < 4; ++i)
            {
                PlayerIndex  testPlayerIndex = (PlayerIndex)i;
                GamePadState testState       = GamePad.GetState(testPlayerIndex);
                if (testState.IsConnected)
                {
                    Debug.Log(string.Format("GamePad found {0}", testPlayerIndex));
                    playerIndex    = testPlayerIndex;
                    playerIndexSet = true;
                }
            }
        }

        prevState = state;
        state     = GamePad.GetState(playerIndex);
    }
    /// <summary>
    /// Updates the state of the gamepad.
    /// </summary>
    void updateGamepadState()
    {
        // Find a PlayerIndex, for a single player game
        // Will find the first controller that is connected and use it
        if (!playerIndexSet || !prevState.IsConnected)
        {
            for (int i = 0; i < 4; ++i)
            {
                PlayerIndex testPlayerIndex = (PlayerIndex)i;
                GamePadState testState = GamePad.GetState(testPlayerIndex);
                if (testState.IsConnected)
                {
                    Debug.Log(string.Format("GamePad found {0}", testPlayerIndex));
                    playerIndex = testPlayerIndex;
                    playerIndexSet = true;
                }
            }
        }

        prevState = state;
        state = GamePad.GetState(playerIndex);
    }