public static bool dashInputHeld(PlayerDesignations player) { if (player == PlayerDesignations.Player1) { return(Input.GetButton("P1 Dash")); } else if (player == PlayerDesignations.Player2) { return(Input.GetButton("P2 Dash")); } else { return(false); } }
public static bool superInputHeld(PlayerDesignations player) { if (player == PlayerDesignations.Player1) { return(Input.GetButton("P1 Super")); } else if (player == PlayerDesignations.Player2) { return(Input.GetButton("P2 Super")); } else { return(false); } }
public static bool attackInputHeld(PlayerDesignations player) { if (player == PlayerDesignations.Player1) { return(Input.GetButton("P1 Attack")); } else if (player == PlayerDesignations.Player2) { return(Input.GetButton("P2 Attack")); } else { return(false); } }
public static bool shieldInputDown(PlayerDesignations player) { if (player == PlayerDesignations.Player1) { return(Input.GetButtonDown("P1 Shield")); } else if (player == PlayerDesignations.Player2) { return(Input.GetButtonDown("P2 Shield")); } else { return(false); } }
//******************Deprecated research project fighting game inputs******************* //************************************************************************************* public static bool jumpInputDown(PlayerDesignations player) { if (player == PlayerDesignations.Player1) { return(Input.GetButtonDown("P1 Jump")); } else if (player == PlayerDesignations.Player2) { return(Input.GetButtonDown("P2 Jump")); } else { return(false); } }
//We need to refactor everything orz public static InputDirection getInputDirection(PlayerDesignations player) { return(Parameters.vectorToDirection(getDirection())); }
public static bool pauseInputHeld(PlayerDesignations player) { return(Input.GetButton("Pause")); }
public static bool ActionInputHeld(PlayerDesignations player) { return(Input.GetButton("Action")); }
public static bool JumpInputDown(PlayerDesignations player) { return(Input.GetButtonDown("P1 Jump")); }