public static void BindAxisInput(GameAxisID id, string axisName) { axes[id] = new AxisAxis(axisName); PlayerPrefs.SetString(savePref + id, axisName); }
public static void BindAxisInput(GameAxisID id, KeyCode positiveKey, KeyCode negativeKey) { axes[id] = new KeyAxis(positiveKey, negativeKey); PlayerPrefs.SetInt(savePref + id + "_Positive", (int)positiveKey); PlayerPrefs.SetInt(savePref + id + "_Negative", (int)negativeKey); }
public static float GetAxisRaw(GameAxisID id) { return(axes[id].GetAxisRaw()); }