/// <summary> /// signals if was just pressed (during the last update) /// </summary> /// <param name="button">enum of the button</param> /// <param name="playerID">Id of the player</param> /// <returns>boolean that signals if button was just pressed</returns> public bool InputButtonDown(EInputButtons button, int playerID = -1) { string playerString = getPlayerString(playerID); switch (button) { case EInputButtons.A: return(Input.GetButtonDown("a" + playerString)); case EInputButtons.B: return(Input.GetButtonDown("b" + playerString)); case EInputButtons.X: return(Input.GetButtonDown("x" + playerString)); case EInputButtons.Y: return(Input.GetButtonDown("y" + playerString)); case EInputButtons.LB: return(Input.GetButtonDown("left_bumper" + playerString)); case EInputButtons.RB: return(Input.GetButtonDown("right_bumper" + playerString)); case EInputButtons.Back: return(Input.GetButtonDown("back" + playerString)); case EInputButtons.Start: return(Input.GetButtonDown("start" + playerString)); default: return(false); } }
public EDirection GetDirectionInputForPlayer(int playerIndex) { EInputButtons[] inputButtons = new EInputButtons[] { EInputButtons.A, EInputButtons.B, EInputButtons.X, EInputButtons.Y }; foreach (EInputButtons button in inputButtons) { if (_inputRequester.InputButtonDown(button, playerIndex)) { return(GetDirectionFromButton(button)); } } return(EDirection.NONE); }
public EDirection GetDirectionFromButton(EInputButtons inputButtons) { switch (inputButtons) { case EInputButtons.A: return(EDirection.DOWN); case EInputButtons.B: return(EDirection.RIGHT); case EInputButtons.X: return(EDirection.LEFT); case EInputButtons.Y: return(EDirection.UP); default: return(EDirection.NONE); } }