public float GetAxis()
 {
     if (type == VirtualInputChannelType.Axis)
     {
         if (isAxisToAxisRemapped)
         {
             float value = UnInput.GetAxisRaw(name);
             if (value < 0)
             {
                 return(-Easing.Ease(axisToAxisRemapType, axisToAxisRemapPhase, -value) * axisToAxisRemapScale);
             }
             else
             {
                 return(Easing.Ease(axisToAxisRemapType, axisToAxisRemapPhase, value) * axisToAxisRemapScale);
             }
         }
         else
         {
             return(UnInput.GetAxisRaw(name));
         }
     }
     else if (type == VirtualInputChannelType.Button)
     {
         if (negName != null)
         {
             bool pos = UnInput.GetButton(name), neg = UnInput.GetButton(negName);
             if (pos ^ neg)
             {
                 return(pos ? buttonToAxisValue : -buttonToAxisValue);
             }
             else
             {
                 return(0);
             }
         }
         else
         {
             return(UnInput.GetButton(name) ? buttonToAxisValue : 0);
         }
     }
     else              // Key
     {
         if (negKey != UnKeyCode.None)
         {
             bool pos = UnInput.GetKey(key), neg = UnInput.GetKey(negKey);
             if (pos ^ neg)
             {
                 return(pos ? buttonToAxisValue : -buttonToAxisValue);
             }
             else
             {
                 return(0);
             }
         }
         else
         {
             return(UnInput.GetKey(key) ? buttonToAxisValue : 0);
         }
     }
 }
Exemple #2
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    public static new bool GetButton(string buttonName)
    {
        if (!Enabled)
        {
            return(false);
        }

        return(UnityInput.GetButton(buttonName));
    }
 public bool GetButton()
 {
     if (type == VirtualInputChannelType.Axis)
     {
         return(UnInput.GetAxisRaw(name) > axisToButtonThreshold);
     }
     else if (type == VirtualInputChannelType.Button)
     {
         return(UnInput.GetButton(name));
     }
     else
     {
         return(UnInput.GetKey(key));
     }
 }
Exemple #4
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        /// <summary>
        ///     Ask to update input from Unity's Input
        /// </summary>
        public void Parse(int inputState)
        {
            if (!isLocalPlayer)
            {
                return;
            }

            CurrentInput.InputState = inputState;

            CurrentInput.Left     = UnityInput.GetKey(KeyCode.LeftArrow) || UnityInput.GetKey(KeyCode.A);
            CurrentInput.Right    = UnityInput.GetKey(KeyCode.RightArrow) || UnityInput.GetKey(KeyCode.D);
            CurrentInput.Forward  = UnityInput.GetKey(KeyCode.UpArrow) || UnityInput.GetKey(KeyCode.W);
            CurrentInput.Backward = UnityInput.GetKey(KeyCode.DownArrow) || UnityInput.GetKey(KeyCode.S);

            CurrentInput.SetPitch(cameraAim.Pitch);
            CurrentInput.SetYaw(cameraAim.Yaw);

            CurrentInput.Jump = UnityInput.GetButton("Jump");
            CurrentInput.Fire = UnityInput.GetButton("Fire1");
            CurrentInput.Aim  = UnityInput.GetButton("Fire2");
            CurrentInput.Run  = UnityInput.GetButton("Run");
        }
Exemple #5
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        // does a button with a name of 'name' exist?
        public static bool IsInputSetup(string name)
        {
            if (_inputExistsMap.ContainsKey(name))
            {
                return(_inputExistsMap[name]);
            }

            bool exists;

            // this is a really horrible way to do this since throwing exceptions "for no reason" sucks...
            try
            {
                UnityInput.GetButton(name);
                exists = true;
            }
            catch
            {
                exists = false;
            }

            _inputExistsMap.Add(name, exists);
            return(exists);
        }
 private void Update()
 {
     m_jump           = UnityInput.GetButtonDown("Jump");
     m_crouch         = UnityInput.GetButton("Crouch");
     m_horizontalMove = UnityInput.GetAxis("Horizontal");
 }
Exemple #7
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 public static bool IsButtonReleased(string name)
 {
     return(!UnityInput.GetButton(name));
 }
Exemple #8
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 public static bool IsButtonPressed(string name)
 {
     return(UnityInput.GetButton(name));
 }
Exemple #9
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 private void UpdateCurrentJumpState()
 {
     currentJumpState = UnityInput.GetButton("Jump");
 }
Exemple #10
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    static private CoroutineRet _waitInput(axis[] arr, Actions action)
    {
        int  idx  = action.idx();
        bool done = false;

        while (!done)
        {
            /* Wait until the end of the next frame */
            yield return(null);

            if (waitCaller.lastKey != KeyCode.None)
            {
                arr[idx] = new axis(waitCaller.lastKey);
                done     = true;
                break;
            }
            else
            {
                /* Test every option in every gamepad :grimacing: */
                for (int gpIdx = 1; !done && gpIdx < gamepadNum; gpIdx++)
                {
                    for (int gpAxis = 0; gpAxis < gamepadAxisNum; gpAxis++)
                    {
                        string name = $"joystick {gpIdx} axis {gpAxis}";
                        int    i    = gpIdx * gamepadAxisNum + gpAxis;
                        float  rest = Input.axisRest[i];
                        float  val  = DefInput.GetAxisRaw(name);
                        float  diff = val - rest;

                        /* Check that the axis is 80% of the way pressed
                         * in the given direction */
                        if (val > rest && diff > 0.25f &&
                            diff / (1.0f - rest) >= 0.8f)
                        {
                            arr[idx] = new axis(name, axisType.positiveAxis, rest);
                            done     = true;
                            break;
                        }
                        else if (val < rest && diff < -0.25f &&
                                 Math.Abs(diff / (1.0f + rest)) >= 0.8f)
                        {
                            arr[idx] = new axis(name, axisType.negativeAxis, rest);
                            done     = true;
                            break;
                        }
                    }
                    for (int gpBt = 0; gpBt < gamepadButtonNum; gpBt++)
                    {
                        string name = $"joystick {gpIdx} button {gpBt}";
                        if (DefInput.GetButton(name))
                        {
                            arr[idx] = new axis(name, axisType.none);
                            done     = true;
                            break;
                        }
                    }
                }
            }
        }

        waitFunc = null;
        waitCaller.GetComponentInChildren <KeyLogger>().enabled = false;
        waitCaller = null;
    }