/// <summary>
        /// This Gets the Current Input System that is being used... Unity's, CrossPlatform or Rewired
        /// </summary>
        public static IInputSystem GetInputSystem(string PlayerID = "")
        {
            IInputSystem Input_System = null;

#if !CROSS_PLATFORM_INPUT
            Input_System = new DefaultInput();           //Set it as default the Unit Input System
#else
            Input_System = new CrossPlatform();          //Set the Input System to the UNITY STANDARD ASSET CROSS PLATFORM
#endif
#if REWIRED
            Rewired.Player player = Rewired.ReInput.players.GetPlayer(PlayerID);
            if (player != null)
            {
                Input_System = new RewiredInput(player);
            }
            else
            {
                Debug.LogError("NO REWIRED PLAYER WITH THE ID:" + PlayerID + " was found");
            }
#endif
#if OOTII_EI
            Input_System = new EasyInput();
#endif
            return(Input_System);
        }
Exemple #2
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        /// <summary> This Gets the Current Input System that is being used... Unity's, CrossPlatform or Rewired</summary>
        public static IInputSystem GetInputSystem(string PlayerID = "")
        {
            IInputSystem Input_System = null;

            Input_System = new DefaultInput();             //Set it as default the Unit Input System

#if REWIRED
            Rewired.Player player = Rewired.ReInput.players.GetPlayer(PlayerID);
            if (player != null)
            {
                Input_System = new RewiredInput(player);
            }
            else
            {
                Debug.LogError("NO REWIRED PLAYER WITH THE ID:" + PlayerID + " was found");
            }
            return(Input_System);
#endif
#if OOTII_EI
            Input_System = new EasyInput();
#endif
            return(Input_System);
        }