/////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// function /// </summary> /////////////////////////////////////////////////////////////////////////////////////////////// void UpdateInputActions(EVENT_INPUT_XINPUT_UPDATE _event) { //DEBUG //Debug.Log("PLAYER("+_event.player+") a = "+ _event.xInputdata.a.Status); //check if this is the right player if (_event.player == player) { //buttons #region A BUTTON //RELEASED if (_event.xInputdata.a.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (a.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter a.onReleased.Activate(_event.xInputdata.a); } } //HELD if (_event.xInputdata.a.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (a.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter a.onHeld.Activate(_event.xInputdata.a); } } //PRESSED if (_event.xInputdata.a.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (a.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter a.onPressed.Activate(_event.xInputdata.a); } } #endregion #region B BUTTON //RELEASED if (_event.xInputdata.b.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (b.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter b.onReleased.Activate(_event.xInputdata.b); } } //HELD if (_event.xInputdata.b.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (b.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter b.onHeld.Activate(_event.xInputdata.b); } } //PRESSED if (_event.xInputdata.b.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (b.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter b.onPressed.Activate(_event.xInputdata.b); } } #endregion #region Y BUTTON //RELEASED if (_event.xInputdata.y.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (y.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter y.onReleased.Activate(_event.xInputdata.y); } } //HELD if (_event.xInputdata.y.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (y.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter y.onHeld.Activate(_event.xInputdata.y); } } //PRESSED if (_event.xInputdata.y.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (y.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter y.onPressed.Activate(_event.xInputdata.y); } } #endregion #region X BUTTON //RELEASED if (_event.xInputdata.x.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (x.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter x.onReleased.Activate(_event.xInputdata.x); } } //HELD if (_event.xInputdata.x.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (x.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter x.onHeld.Activate(_event.xInputdata.x); } } //PRESSED if (_event.xInputdata.x.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (x.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter x.onPressed.Activate(_event.xInputdata.x); } } #endregion } }
/////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// function /// </summary> /////////////////////////////////////////////////////////////////////////////////////////////// void UpdateInputActions(EVENT_INPUT_XINPUT_UPDATE _event) { //DEBUG //Debug.Log("PLAYER("+_event.player+") a = "+ _event.xInputdata.a.Status); //check if this is the right player if (_event.player == player) { #region VIEW //RELEASED if (_event.xInputdata.view.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (view.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter view.onReleased.Activate(_event.xInputdata.view); } } //HELD if (_event.xInputdata.view.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (view.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter view.onHeld.Activate(_event.xInputdata.view); } } //PRESSED if (_event.xInputdata.view.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (view.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter view.onPressed.Activate(_event.xInputdata.view); } } #endregion #region MENU //RELEASED if (_event.xInputdata.menu.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (menu.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter menu.onReleased.Activate(_event.xInputdata.menu); } } //HELD if (_event.xInputdata.menu.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (menu.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter menu.onHeld.Activate(_event.xInputdata.menu); } } //PRESSED if (_event.xInputdata.menu.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (menu.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter menu.onPressed.Activate(_event.xInputdata.menu); } } #endregion } }
/////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// function /// </summary> /////////////////////////////////////////////////////////////////////////////////////////////// void UpdateInputActions(EVENT_INPUT_XINPUT_UPDATE _event) { //DEBUG //Debug.Log("PLAYER("+_event.player+") a = "+ _event.xInputdata.a.Status); //check if this is the right player if (_event.player == player) { #region LEFT ANALOG STICK //RELEASED if (_event.xInputdata.ls.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftAnalogStick.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftAnalogStick.onReleased.Activate(_event.xInputdata.ls); } } //HELD if (_event.xInputdata.ls.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (leftAnalogStick.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftAnalogStick.onHeld.Activate(_event.xInputdata.ls); } } //PRESSED if (_event.xInputdata.ls.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftAnalogStick.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftAnalogStick.onPressed.Activate(_event.xInputdata.ls); } } #endregion #region L3 //RELEASED if (_event.xInputdata.l3.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (l3.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter l3.onReleased.Activate(_event.xInputdata.l3); } } //HELD if (_event.xInputdata.l3.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (l3.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter l3.onHeld.Activate(_event.xInputdata.l3); } } //PRESSED if (_event.xInputdata.l3.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (l3.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter l3.onPressed.Activate(_event.xInputdata.l3); } } #endregion #region RIGHT ANALOG STICK //RELEASED if (_event.xInputdata.rs.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightAnalogStick.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightAnalogStick.onReleased.Activate(_event.xInputdata.rs); } } //HELD if (_event.xInputdata.rs.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (rightAnalogStick.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightAnalogStick.onHeld.Activate(_event.xInputdata.rs); } } //PRESSED if (_event.xInputdata.rs.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightAnalogStick.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightAnalogStick.onPressed.Activate(_event.xInputdata.rs); } } #endregion #region R3 //RELEASED if (_event.xInputdata.r3.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (r3.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter r3.onReleased.Activate(_event.xInputdata.r3); } } //HELD if (_event.xInputdata.r3.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (r3.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter r3.onHeld.Activate(_event.xInputdata.r3); } } //PRESSED if (_event.xInputdata.r3.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (r3.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter r3.onPressed.Activate(_event.xInputdata.r3); } } #endregion } }
/////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// function /// </summary> /////////////////////////////////////////////////////////////////////////////////////////////// void UpdateInputActions(EVENT_INPUT_XINPUT_UPDATE _event) { //DEBUG //Debug.Log("PLAYER("+_event.player+") a = "+ _event.xInputdata.a.Status); //check if this is the right player if (_event.player == player) { //buttons #region DPAD UP //RELEASED if (_event.xInputdata.dp_up.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadUp.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadUp.onReleased.Activate(_event.xInputdata.dp_up); } } //HELD if (_event.xInputdata.dp_up.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadUp.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadUp.onHeld.Activate(_event.xInputdata.dp_up); } } //PRESSED if (_event.xInputdata.dp_up.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadUp.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadUp.onPressed.Activate(_event.xInputdata.dp_up); } } #endregion #region DPAD RIGHT //RELEASED if (_event.xInputdata.dp_right.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadRight.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadRight.onReleased.Activate(_event.xInputdata.dp_right); } } //HELD if (_event.xInputdata.dp_right.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadRight.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadRight.onHeld.Activate(_event.xInputdata.dp_right); } } //PRESSED if (_event.xInputdata.dp_right.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadRight.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadRight.onPressed.Activate(_event.xInputdata.dp_right); } } #endregion #region DPAD DOWN //RELEASED if (_event.xInputdata.dp_down.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadDown.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadDown.onReleased.Activate(_event.xInputdata.dp_down); } } //HELD if (_event.xInputdata.dp_down.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadDown.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadDown.onHeld.Activate(_event.xInputdata.dp_down); } } //PRESSED if (_event.xInputdata.dp_down.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadDown.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadDown.onPressed.Activate(_event.xInputdata.dp_down); } } #endregion #region DPAD LEFT //RELEASED if (_event.xInputdata.dp_left.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadLeft.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadLeft.onReleased.Activate(_event.xInputdata.dp_left); } } //HELD if (_event.xInputdata.dp_left.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadLeft.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadLeft.onHeld.Activate(_event.xInputdata.dp_left); } } //PRESSED if (_event.xInputdata.dp_left.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (dPadLeft.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter dPadLeft.onPressed.Activate(_event.xInputdata.dp_left); } } #endregion } }
/////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// function /// </summary> /////////////////////////////////////////////////////////////////////////////////////////////// void UpdateInputActions(EVENT_INPUT_XINPUT_UPDATE _event) { //DEBUG //Debug.Log("PLAYER("+_event.player+") a = "+ _event.xInputdata.a.Status); //check if this is the right player if (_event.player == player) { //buttons #region A BUTTON //RELEASED if (_event.xInputdata.a.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (a.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter a.onReleased.Activate(_event.xInputdata.a); } } //HELD if (_event.xInputdata.a.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (a.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter a.onHeld.Activate(_event.xInputdata.a); } } //PRESSED if (_event.xInputdata.a.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (a.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter a.onPressed.Activate(_event.xInputdata.a); } } #endregion #region B BUTTON //RELEASED if (_event.xInputdata.b.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (b.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter b.onReleased.Activate(_event.xInputdata.b); } } //HELD if (_event.xInputdata.b.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (b.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter b.onHeld.Activate(_event.xInputdata.b); } } //PRESSED if (_event.xInputdata.b.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (b.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter b.onPressed.Activate(_event.xInputdata.b); } } #endregion #region Y BUTTON //RELEASED if (_event.xInputdata.y.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (y.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter y.onReleased.Activate(_event.xInputdata.y); } } //HELD if (_event.xInputdata.y.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (y.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter y.onHeld.Activate(_event.xInputdata.y); } } //PRESSED if (_event.xInputdata.y.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (y.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter y.onPressed.Activate(_event.xInputdata.y); } } #endregion #region X BUTTON //RELEASED if (_event.xInputdata.x.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (x.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter x.onReleased.Activate(_event.xInputdata.x); } } //HELD if (_event.xInputdata.x.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (x.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter x.onHeld.Activate(_event.xInputdata.x); } } //PRESSED if (_event.xInputdata.x.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (x.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter x.onPressed.Activate(_event.xInputdata.x); } } #endregion //bumpers #region LEFT BUMPER //RELEASED if (_event.xInputdata.lb.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftBumper.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftBumper.onReleased.Activate(_event.xInputdata.lb); } } //HELD if (_event.xInputdata.lb.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (leftBumper.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftBumper.onHeld.Activate(_event.xInputdata.lb); } } //PRESSED if (_event.xInputdata.lb.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftBumper.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftBumper.onPressed.Activate(_event.xInputdata.lb); } } #endregion #region RIGHT BUMPER //RELEASED if (_event.xInputdata.rb.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightBumper.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightBumper.onReleased.Activate(_event.xInputdata.rb); } } //HELD if (_event.xInputdata.rb.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (rightBumper.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightBumper.onHeld.Activate(_event.xInputdata.rb); } } //PRESSED if (_event.xInputdata.rb.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightBumper.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightBumper.onPressed.Activate(_event.xInputdata.rb); } } #endregion //triggers #region LEFT TRIGGER //RELEASED if (_event.xInputdata.lt.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftTrigger.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftTrigger.onReleased.Activate(_event.xInputdata.lt); } } //HELD if (_event.xInputdata.lt.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (leftTrigger.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftTrigger.onHeld.Activate(_event.xInputdata.lt); } } //PRESSED if (_event.xInputdata.lt.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftTrigger.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftTrigger.onPressed.Activate(_event.xInputdata.lt); } } #endregion #region RIGHT TRIGGER //RELEASED if (_event.xInputdata.rt.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightTrigger.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightTrigger.onReleased.Activate(_event.xInputdata.rt); } } //HELD if (_event.xInputdata.rt.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (rightTrigger.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightTrigger.onHeld.Activate(_event.xInputdata.rt); } } //PRESSED if (_event.xInputdata.rt.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightTrigger.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightTrigger.onPressed.Activate(_event.xInputdata.rt); } } #endregion //analog sticks #region LEFT ANALOG STICK //RELEASED if (_event.xInputdata.ls.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftStick.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftStick.onReleased.Activate(_event.xInputdata.ls); } } //HELD if (_event.xInputdata.ls.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (leftStick.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftStick.onHeld.Activate(_event.xInputdata.ls); } } //PRESSED if (_event.xInputdata.ls.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (leftStick.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter leftStick.onPressed.Activate(_event.xInputdata.ls); } } #endregion #region RIGHT ANALOG STICK //RELEASED if (_event.xInputdata.rs.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightStick.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightStick.onReleased.Activate(_event.xInputdata.rs); } } //HELD if (_event.xInputdata.rs.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (rightStick.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightStick.onHeld.Activate(_event.xInputdata.rs); } } //PRESSED if (_event.xInputdata.rs.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (rightStick.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter rightStick.onPressed.Activate(_event.xInputdata.rs); } } #endregion //dpads #region DPAD UP //RELEASED if (_event.xInputdata.dp_up.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (up.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter up.onReleased.Activate(_event.xInputdata.dp_up); } } //HELD if (_event.xInputdata.dp_up.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (up.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter up.onHeld.Activate(_event.xInputdata.dp_up); } } //PRESSED if (_event.xInputdata.dp_up.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (up.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter up.onPressed.Activate(_event.xInputdata.dp_up); } } #endregion #region DPAD RIGHT //RELEASED if (_event.xInputdata.dp_right.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (right.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter right.onReleased.Activate(_event.xInputdata.dp_right); } } //HELD if (_event.xInputdata.dp_right.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (right.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter right.onHeld.Activate(_event.xInputdata.dp_right); } } //PRESSED if (_event.xInputdata.dp_right.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (right.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter right.onPressed.Activate(_event.xInputdata.dp_right); } } #endregion #region DPAD DOWN //RELEASED if (_event.xInputdata.dp_down.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (down.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter down.onReleased.Activate(_event.xInputdata.dp_down); } } //HELD if (_event.xInputdata.dp_down.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (down.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter down.onHeld.Activate(_event.xInputdata.dp_down); } } //PRESSED if (_event.xInputdata.dp_down.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (down.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter down.onPressed.Activate(_event.xInputdata.dp_down); } } #endregion #region DPAD LEFT //RELEASED if (_event.xInputdata.dp_left.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (left.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter left.onReleased.Activate(_event.xInputdata.dp_left); } } //HELD if (_event.xInputdata.dp_left.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (left.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter left.onHeld.Activate(_event.xInputdata.dp_left); } } //PRESSED if (_event.xInputdata.dp_left.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (left.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter left.onPressed.Activate(_event.xInputdata.dp_left); } } #endregion //misc buttons #region VIEW //RELEASED if (_event.xInputdata.view.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (view.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter view.onReleased.Activate(_event.xInputdata.view); } } //HELD if (_event.xInputdata.view.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (view.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter view.onHeld.Activate(_event.xInputdata.view); } } //PRESSED if (_event.xInputdata.view.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (view.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter view.onPressed.Activate(_event.xInputdata.view); } } #endregion #region MENU //RELEASED if (_event.xInputdata.menu.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (menu.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter menu.onReleased.Activate(_event.xInputdata.menu); } } //HELD if (_event.xInputdata.menu.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (menu.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter menu.onHeld.Activate(_event.xInputdata.menu); } } //PRESSED if (_event.xInputdata.menu.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (menu.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter menu.onPressed.Activate(_event.xInputdata.menu); } } #endregion #region L3 //RELEASED if (_event.xInputdata.l3.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (l3.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter l3.onReleased.Activate(_event.xInputdata.l3); } } //HELD if (_event.xInputdata.l3.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (l3.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter l3.onHeld.Activate(_event.xInputdata.l3); } } //PRESSED if (_event.xInputdata.l3.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (l3.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter l3.onPressed.Activate(_event.xInputdata.l3); } } #endregion #region R3 //RELEASED if (_event.xInputdata.r3.Status == InputStatus.RELEASED) { //safety check to see if we have an InputAction associated with this button/state combo if (r3.onReleased != null) { //fire off input action and pass data for this button/stick/etc. as a parameter r3.onReleased.Activate(_event.xInputdata.r3); } } //HELD if (_event.xInputdata.r3.Status == InputStatus.HELD) { //safety check to see if we have an InputAction associated with this button/state combo if (r3.onHeld != null) { //fire off input action and pass data for this button/stick/etc. as a parameter r3.onHeld.Activate(_event.xInputdata.r3); } } //PRESSED if (_event.xInputdata.r3.Status == InputStatus.PRESSED) { //safety check to see if we have an InputAction associated with this button/state combo if (r3.onPressed != null) { //fire off input action and pass data for this button/stick/etc. as a parameter r3.onPressed.Activate(_event.xInputdata.r3); } } #endregion } }