/// <summary> /// アクションキーの更新 /// </summary> public void KeyReload() { if (!DebugMode) { switch (SaveData.GetInt("JumpKey")) { case 0: jumpButton = GamePad.Button.A; break; case 1: jumpButton = GamePad.Button.X; break; case 2: jumpButton = GamePad.Button.Y; break; case 3: jumpButton = GamePad.Button.B; break; } switch (SaveData.GetInt("MagicKey")) { case 0: magicButton = GamePad.Button.A; break; case 1: magicButton = GamePad.Button.X; break; case 2: magicButton = GamePad.Button.Y; break; case 3: magicButton = GamePad.Button.B; break; } } }
ButtonState GetButtonState(GamepadState currentState, GamePad.Button button) { bool prevDown = _lastFrameState.GetButtonState(button); bool currentDown = currentState.GetButtonState(button); if (!prevDown && currentDown) { return(ButtonState.Down); } else if (prevDown && currentDown) { return(ButtonState.Hold); } else if (prevDown && !currentDown) { return(ButtonState.Up); } else { return(ButtonState.None); } }
private string virtualButtonToStatusString(GamePad.Button vButton) { return(vButton.ToString() + ": " + GamePad.GetButtonState(vButton) + "\n"); }
/// <summary> /// ボタンが離された瞬間 /// </summary> /// <param name="index">プレイヤー番号</param> /// <param name="button">ボタン</param> private bool Pull_Button(GamePad.Index index, GamePad.Button button) { return(GamePad.GetButtonUp(index, button)); }
/// <summary> /// ボタンが押されている間 /// </summary> /// <param name="index">プレイヤー番号</param> /// <param name="button">ボタン</param> private bool Hold_Button(GamePad.Index index, GamePad.Button button) { return(GamePad.GetButton(index, button)); }
/// <summary> /// ボタンが押された瞬間 /// </summary> /// <param name="index">プレイヤー番号</param> /// <param name="button">ボタン</param> private bool Push_Button(GamePad.Index index, GamePad.Button button) { return(GamePad.GetButtonDown(index, button)); }
void GetGamepadButton(ref InputButton _button, GamePad.Button _gamepadButton, GamePad.Index _index) { _button.lastFrame = _button.thisFrame; _button.thisFrame = GamePad.GetButton(_gamepadButton, _index); }