static public string InputToAnimatorField(EGamePadButton button) { switch (button) { case EGamePadButton.A: return "A"; case EGamePadButton.B: return "B"; case EGamePadButton.X: return "X"; case EGamePadButton.Y: return "Y"; case EGamePadButton.LeftTrigger: return "LeftTrigger"; case EGamePadButton.LeftShoulder: return "LeftButton"; case EGamePadButton.RightTrigger: return "RightTrigger"; case EGamePadButton.RightShoulder: return "RightButton"; case EGamePadButton.None: return "None"; default: return ""; } }
private void BuildGamePadEvent(GamePadState state, EGamePadButton button, ref GamePadEventArgs e) { e.State = state; e.Button = button; e.Vectors.LeftStick = new Vector2(state.ThumbSticks.Left.X, state.ThumbSticks.Left.Y); e.Vectors.RightStick = new Vector2(state.ThumbSticks.Right.X, state.ThumbSticks.Right.Y); e.Vectors.LeftTrigger = state.Triggers.Left; e.Vectors.RightTrigger = state.Triggers.Right; }
void AssignButton(EGamePadButton button) { try { switch (button) // Check enum value and assign the correct input function. { case EGamePadButton.A: m_buttons.Add(button, APressed); break; case EGamePadButton.B: m_buttons.Add(button, BPressed); break; case EGamePadButton.X: m_buttons.Add(button, XPressed); break; case EGamePadButton.Y: m_buttons.Add(button, YPressed); break; case EGamePadButton.UP: m_buttons.Add(button, DPadUpPressed); break; case EGamePadButton.DOWN: m_buttons.Add(button, DPadDownPressed); break; case EGamePadButton.LEFT: m_buttons.Add(button, DPadLeftPressed); break; case EGamePadButton.RIGHT: m_buttons.Add(button, DPadRightPressed); break; case EGamePadButton.LEFT_BUMPER: m_buttons.Add(button, LeftBumperPressed); break; case EGamePadButton.RIGHT_BUMPER: m_buttons.Add(button, RightBumperPressed); break; } } catch (ArgumentException e) // If there are duplicate bindings are found an argument exception will be thrown. { if (e.GetType() == typeof(ArgumentException)) { //Always logging, fix me //Debug.Log("PlayerInput.cs: Multiple inputs detected with the same binding."); } } }
private ButtonState GetVectorState(EGamePadButton button, GamePadState state) { ButtonState ret = ButtonState.Released; bool down = false; float t = ClickThreshold; switch (button) { case EGamePadButton.LeftStickLeft: down = state.ThumbSticks.Left.X < -t; break; case EGamePadButton.LeftStickRight: down = state.ThumbSticks.Left.X > t; break; case EGamePadButton.LeftStickUp: down = state.ThumbSticks.Left.Y > t; break; case EGamePadButton.LeftStickDown: down = state.ThumbSticks.Left.Y < -t; break; case EGamePadButton.RightStickLeft: down = state.ThumbSticks.Right.X < -t; break; case EGamePadButton.RightStickRight: down = state.ThumbSticks.Right.X > t; break; case EGamePadButton.RightStickUp: down = state.ThumbSticks.Right.Y > t; break; case EGamePadButton.RightStickDown: down = state.ThumbSticks.Right.Y < -t; break; case EGamePadButton.LeftTrigger: down = state.Triggers.Left > t; break; case EGamePadButton.RightTrigger: down = state.Triggers.Right > t; break; } ret = down ? ButtonState.Pressed : ButtonState.Released; return(ret); }
public InputGamePadButton(EGamePadButton button) { Button = button; }
private ButtonState GetVectorState(EGamePadButton button, GamePadState state) { ButtonState ret = ButtonState.Released; bool down = false; float t = ClickThreshold; switch (button) { case EGamePadButton.LeftStickLeft: down = state.ThumbSticks.Left.X < -t; break; case EGamePadButton.LeftStickRight: down = state.ThumbSticks.Left.X > t; break; case EGamePadButton.LeftStickUp: down = state.ThumbSticks.Left.Y > t; break; case EGamePadButton.LeftStickDown: down = state.ThumbSticks.Left.Y < -t; break; case EGamePadButton.RightStickLeft: down = state.ThumbSticks.Right.X < -t; break; case EGamePadButton.RightStickRight: down = state.ThumbSticks.Right.X > t; break; case EGamePadButton.RightStickUp: down = state.ThumbSticks.Right.Y > t; break; case EGamePadButton.RightStickDown: down = state.ThumbSticks.Right.Y < -t; break; case EGamePadButton.LeftTrigger: down = state.Triggers.Left > t; break; case EGamePadButton.RightTrigger: down = state.Triggers.Right > t; break; } ret = down ? ButtonState.Pressed : ButtonState.Released; return ret; }
public GamePadEventArgs(PlayerIndex playerIndex, EGamePadButton button) { PlayerIndex = playerIndex; Button = button; }