private void LogInput(GameAction gameAction, float value, ControllerID ID) { // Lock whilst searching. if (timer < MAX_TIME) { switch (gameAction) { case GameAction.RB_Held: cheatList.Add(gameAction); break; case GameAction.LB_Held: cheatList.Add(gameAction); break; case GameAction.A_Down: cheatList.Add(gameAction); break; case GameAction.B_Down: cheatList.Add(gameAction); break; } } }
private void HandleInput(GameAction gameAction, float value, ControllerID ID) { if (controllerID != ID) { return; } switch (gameAction) { case GameAction.LS_X_Axis: Spin(value); break; case GameAction.LS_Y_Axis: Lift(value); break; case GameAction.A_Held: SprayWater(value); break; default: break; } }
private void HandlePlayers(ControllerStatus controllerStatus, ControllerID controllerID) { switch (controllerStatus) { case ControllerStatus.Reconnected: Reconnected(controllerID); break; case ControllerStatus.Disconnected: Disconnected(controllerID); break; } }
/// <summary> /// Before sending the Callback. Check this player exists. If not add the player. /// </summary> /// <param name="controllerID"></param> private void Reconnected(ControllerID controllerID) { var playerWithController = players.Exists(playerData => { return(playerData.ControllerID == controllerID); }); if (!playerWithController) { AddPlayer(controllerID); } if (playerReconnected != null) { playerReconnected(controllerID); } }
private void Disconnected(ControllerID controllerID) { var playerWithController = players.Exists(playerData => { return(playerData.ControllerID == controllerID); }); if (!playerWithController) { Debug.Log("ERROR: Player who has not been assigned a controller has been disconnected."); return; } if (playerDisconnected != null) { playerDisconnected(controllerID); } }
private void Update() { controllerNames = Input.GetJoystickNames(); if (controllerNames.Length > MAX_CONTROLLERS) { Debug.Log("ERROR: The MAX number of controllers connected has been exceeded"); } for (var i = 0; i < controllerNames.Length; i++) { controllerID = (ControllerID)(i + 1); UpdateControllersStatus(i); AllAxis(); AllButtons(); } }
private void HandleInput(GameAction gameAction, float value, ControllerID gamepadID) { if (gamepadID != controllerID) { return; } switch (gameAction) { case GameAction.LS_X_Axis: pigeonPhysics.YawData(value); break; case GameAction.RT_Axis: pigeonPhysics.ThrustData(-value); break; case GameAction.LS_Y_Axis: pigeonPhysics.ChangeHeight(value); break; } }
/// <summary> /// Currently only adding the controllerID /// TODO: Setup the PlayerType management so each player is given a different role. /// </summary> /// <param name="controllerID"></param> private void AddPlayer(ControllerID controllerID) { players.Add(new PlayerData(controllerID)); Debug.Log("MESSAGE: Adding player " + controllerID); // TODO: Turn this into a loop/ clean it up. if ((int)controllerID == 1) { players[players.Count - 1].PlayerType = ObjectType.Aircraft; } else if ((int)controllerID == 2) { players[players.Count - 1].PlayerType = ObjectType.Driver; } else if ((int)controllerID == 3) { players[players.Count - 1].PlayerType = ObjectType.Cannon_One; } else if ((int)controllerID == 4) { players[players.Count - 1].PlayerType = ObjectType.Cannon_Two; } else { players[players.Count - 1].PlayerType = ObjectType.Unassigned; } if (players[players.Count - 1].PlayerType == ObjectType.Unassigned) { Debug.Log("ERROR: Player has not correctly been assigned a objectType/ role"); return; } playerCreated(players[players.Count - 1].ControllerID, players[players.Count - 1].PlayerType); }
public PlayerData(ControllerID controllerID) { ControllerID = controllerID; PlayerType = ObjectType.Unassigned; }