Exemple #1
0
 void Start()
 {
     Npad.Initialize();
     Npad.SetSupportedStyleSet(NpadStyle.Handheld | NpadStyle.JoyDual | NpadStyle.FullKey);
     NpadId[] npadIds = { NpadId.Handheld, NpadId.No1 };
     Npad.SetSupportedIdType(npadIds);
 }
Exemple #2
0
    void Start()
    {
        textComponent = GameObject.Find("/Canvas/Text").GetComponent <UnityEngine.UI.Text>();

        Npad.Initialize();
        Npad.SetSupportedStyleSet(NpadStyle.Handheld | NpadStyle.JoyDual | NpadStyle.FullKey);
        NpadId[] npadIds = { NpadId.Handheld, NpadId.No1 };
        Npad.SetSupportedIdType(npadIds);
    }
    void Start()
    {
        iterator = 0;

        Npad.Initialize();
        Npad.SetSupportedStyleSet(nn.hid.NpadStyle.Handheld | nn.hid.NpadStyle.JoyDual | nn.hid.NpadStyle.FullKey);
        nn.hid.NpadId[] npadIds = { nn.hid.NpadId.Handheld, nn.hid.NpadId.No1, nn.hid.NpadId.No2, nn.hid.NpadId.No3, nn.hid.NpadId.No4 };
        Npad.SetSupportedIdType(npadIds);

        intensityOverallMultiplier = 1f;
    }
Exemple #4
0
 public override void MyStart()
 {
     //コントローラーの初期化
     Npad.Initialize();
     //サポートするタイプをセット
     Npad.SetSupportedIdType(m_NpadIds);
     //サポートするスタイルをセット
     Npad.SetSupportedStyleSet(m_NpadStyles);
     //配列の要素確保
     m_IsConnect = new bool[m_NpadIds.Length];
     //入力の初期化
     SwitchInput.InputInit(m_NpadIds.Length);
 }
 public override void MyStart()
 {
     //コントローラーの初期化
     Npad.Initialize();
     //サポートするタイプをセット
     Npad.SetSupportedIdType(npadIds);
     //サポートするスタイルをセット
     Npad.SetSupportedStyleSet(npadStyles);
     NpadJoy.SetHoldType(NpadJoyHoldType.Horizontal);
     //配列の要素確保
     isConnect = new bool[npadIds.Length];
     //入力の初期化
     SwitchInput.InputInit(npadIds.Length);
     SwitchAcceleration.AccelerationInit(npadIds.Length);
 }
Exemple #6
0
    public override void MyStart()
    {
#if UNITY_SWITCH && !(UNITY_EDITOR)
        //コントローラーの初期化
        Npad.Initialize();
        //サポートするタイプをセット
        Npad.SetSupportedIdType(npadIds);
        //サポートするスタイルをセット
        Npad.SetSupportedStyleSet(npadStyles);
        //配列の要素確保
        isConnect = new bool[npadIds.Length];
        //入力の初期化
        SwitchInput.InputInit(npadIds.Length);
#else
        //配列の要素確保
        isConnect = new bool[1];
        //入力の初期化
        SwitchInput.InputInit(1);
#endif
    }
Exemple #7
0
        public NintendoSwitchInputDeviceManager()
        {
            DebugPad.Initialize();
            CreateDebugDevice();

            Npad.Initialize();

            // NpadJoy.SetHoldType only affects how controllers behave when using a system applet.
            // NpadJoyHoldType.Vertical is the default setting, but most games would want to use
            // NpadJoyHoldType.Horizontal as it can support all controller styles.
            //
            // If you do use NpadJoyHoldType.Vertical, Npad.SetSupportedStyleSet must only list
            // controller types supported by NpadJoyHoldType.Vertical. If you don't, the controller
            // applet will fail to load.
            //
            // Supported types for NpadJoyHoldType.Vertical are:
            // NpadStyle.FullKey, NpadStyle.JoyLeft and NpadStyle.JoyRight
            NpadJoy.SetHoldType(NpadJoyHoldType.Horizontal);

            // Handheld = Joy-Con docked with the console.
            // FullKey  = Pro Controller.
            // JoyDual  = Two Joy-Con used together as one controller.
            // JoyLeft  = Left Joy-Con used by itself.
            // JoyRight = Left Joy-Con used by itself.
            Npad.SetSupportedStyleSet(NpadStyle.Handheld | NpadStyle.FullKey | NpadStyle.JoyDual | NpadStyle.JoyLeft | NpadStyle.JoyRight);

            // Both controllers must be docked for handheld mode.
            NpadJoy.SetHandheldActivationMode(NpadHandheldActivationMode.Dual);

            // You must call Npad.SetSupportedIdType for all supported controllers.
            // Not calling this may lead to crashes in some circumstances.
            var nPadIds = new NpadId[] {
                NpadId.Handheld,
                NpadId.No1,
                NpadId.No2,
                NpadId.No3,
                NpadId.No4,
                NpadId.No5,
                NpadId.No6,
                NpadId.No7,
                NpadId.No8
            };

            Npad.SetSupportedIdType(nPadIds);

            // Create InControl devices for all NpadIds regardless of how many we request from NintendoSDK.
            CreateDevice(NpadId.Handheld);
            CreateDevice(NpadId.No1);
            CreateDevice(NpadId.No2);
            CreateDevice(NpadId.No3);
            CreateDevice(NpadId.No4);
            CreateDevice(NpadId.No5);
            CreateDevice(NpadId.No6);
            CreateDevice(NpadId.No7);
            CreateDevice(NpadId.No8);

            UpdateInternal(0, 0);

            ShowControllerSupportForSinglePlayer(false);

            InputManager.OnDeviceAttached += inputDevice =>
            {
                if (!Gunhouse.AppEntry.HasAppStarted())
                {
                    UnityEngine.Debug.Log("<color=red>we're not in it yet. don't pop the controller applet</color>");
                    return;
                }
                else
                {
                    UnityEngine.Debug.Log("<color=blue>it's ok to pop the applet.</color>");
                }
                UnityEngine.Debug.Log("Attached: " + inputDevice.Name);
                ShowControllerSupportForSinglePlayer(false);
            };

            /*InputManager.OnDeviceDetached += inputDevice =>
             * {
             *  UnityEngine.Debug.Log("Detached: " + inputDevice.Name);
             *  ShowControllerSupportForSinglePlayer(false);
             * };
             * InputManager.OnActiveDeviceChanged += inputDevice =>
             * {
             *  UnityEngine.Debug.Log("Switched: " + inputDevice.Name);
             *  ShowControllerSupportForSinglePlayer(false);
             * };*/
        }