public void SetUp() { containingObject = new GameObject(); subject = containingObject.AddComponent <FloatToBoolean>(); }
/// <summary> /// Sets the boundary data for the input. /// </summary> /// <param name="newBounds">Thew new range for the bounds.</param> /// <param name="deadzone">The axis deadzone to set.</param> /// <param name="positiveBounds">The axis positive bounds to set.</param> /// <param name="negativeBounds">The axis negative bounds to set.</param> /// <param name="boundsManager">The axis bounds manager to set.</param> protected virtual void SetBounds(FloatRange newBounds, FloatToBoolean[] deadzone, FloatToBoolean positiveBounds, FloatToBoolean negativeBounds, FloatToBoolean boundsManager) { foreach (FloatToBoolean zone in deadzone) { zone.SetPositiveBounds(newBounds.ToVector2()); } positiveBounds.SetPositiveBounds(new Vector2(newBounds.maximum, 1f)); negativeBounds.SetPositiveBounds(new Vector2(-1f, newBounds.minimum)); boundsManager.SetPositiveBounds(new Vector2(Mathf.Max(-1f, newBounds.minimum - BoundOverlap), Mathf.Min(newBounds.maximum + BoundOverlap, 1f))); }