/// <summary> /// Returns element pressed down state.. /// </summary> /// <param name="chirality">Controller chirality</param> /// <param name="element">Controller element</param> /// <returns>Was the controller element pressed down</returns> public static bool GetPressDown(FinchChirality chirality, FinchControllerElement element) { bool leftDown = FinchInput.GetPressDown(FinchNodeType.LeftHand, element); bool rightDown = FinchInput.GetPressDown(FinchNodeType.RightHand, element); bool leftPress = FinchInput.GetPress(FinchNodeType.LeftHand, element); bool rightPress = FinchInput.GetPress(FinchNodeType.RightHand, element); switch (chirality) { case FinchChirality.Right: return(rightDown); case FinchChirality.Left: return(leftDown); case FinchChirality.Any: return(leftDown || rightDown); case FinchChirality.Both: return(leftDown && rightPress || rightDown && leftPress); default: return(false); } }
private void TryBindChiralityManually() { bool pressLeft = FinchInput.GetPressDown(FinchNodeType.LeftUpperArm, FinchControllerElement.HomeButton); bool pressRight = FinchInput.GetPressDown(FinchNodeType.RightUpperArm, FinchControllerElement.HomeButton); if (pressLeft || pressRight) { if (pressLeft) { FinchCore.SwapNodes(FinchNodeType.LeftUpperArm, FinchNodeType.RightUpperArm); } if (!tremblePass) { ResetValue(); tremblePass = true; } } }
/// <summary> /// Returns element pressed down state. /// </summary> /// <param name="element">Controller element</param> /// <returns>Was the controller element pressed down</returns> public bool GetPressDown(FinchControllerElement element) { return(FinchInput.GetPressDown(Node, element)); }