Esempio n. 1
0
        void Update()
        {
            float unscaledDeltaTime = Time.unscaledDeltaTime;

            GamepadHandler.OnUpdate(unscaledDeltaTime);
            for (int i = 0; i < m_controlSchemes.Count; i++)
            {
                m_controlSchemes[i].Update(unscaledDeltaTime);
            }
            ScanService.Update(Time.unscaledTime, KeyCode.Escape, 5.0f, numPlayers);
        }
Esempio n. 2
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        private void Update()
        {
            gamepad.OnUpdate(Time.unscaledDeltaTime);

            for (int i = 0; i < maxPlayers; i++)
            {
                if (playerSchemes[i] != null)
                {
                    playerSchemes[i].Update(Time.unscaledDeltaTime);
                }
            }

            if (m_scanService.IsScanning)
            {
                m_scanService.Update(Time.unscaledTime, KeyCode.Escape, 5.0f);
            }
        }
Esempio n. 3
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        void Update()
        {
            float unscaledDeltaTime = Time.unscaledDeltaTime;

            GamepadHandler.OnUpdate(unscaledDeltaTime);

            updatedSchemes.Clear();
            for (int i = 0; i < playerSchemes.Length; i++)
            {
                if (playerSchemes[i] != null)
                {
                    if (!updatedSchemes.Contains(playerSchemes[i]))
                    {
                        playerSchemes[i].Update(unscaledDeltaTime);
                        updatedSchemes.Add(playerSchemes[i]);
                    }
                }
            }

            ScanService.Update(Time.unscaledTime, KeyCode.Escape, 5.0f, numPlayers);
        }