private void UpdateController() { UpdateHighlight(RendererAxisLeft, Mathf.Abs(OuyaInputManager.GetAxis("LX", player)) > 0.25f || Mathf.Abs(OuyaInputManager.GetAxis("LY", player)) > 0.25f); RendererAxisLeft.transform.localRotation = Quaternion.Euler(OuyaInputManager.GetAxis("LY", player) * 15, 0, OuyaInputManager.GetAxis("LX", player) * 15); UpdateHighlight(RendererAxisRight, Mathf.Abs(OuyaInputManager.GetAxis("RX", player)) > 0.25f || Mathf.Abs(OuyaInputManager.GetAxis("RY", player)) > 0.25f); RendererAxisRight.transform.localRotation = Quaternion.Euler(OuyaInputManager.GetAxis("RY", player) * 15, 0, OuyaInputManager.GetAxis("RX", player) * 15); if (OuyaInputManager.GetButtonDown("L3", player)) { RendererAxisLeft.transform.localPosition = Vector3.Lerp(RendererAxisLeft.transform.localPosition, new Vector3(5.503977f, 0.75f, -3.344945f), Time.fixedDeltaTime); } else { RendererAxisLeft.transform.localPosition = Vector3.Lerp(RendererAxisLeft.transform.localPosition, new Vector3(5.503977f, 1.127527f, -3.344945f), Time.fixedDeltaTime); } if (OuyaInputManager.GetButtonDown("R3", player)) { RendererAxisRight.transform.localPosition = Vector3.Lerp(RendererAxisRight.transform.localPosition, new Vector3(-2.707688f, 0.75f, -1.354063f), Time.fixedDeltaTime); } else { RendererAxisRight.transform.localPosition = Vector3.Lerp(RendererAxisRight.transform.localPosition, new Vector3(-2.707688f, 1.11295f, -1.354063f), Time.fixedDeltaTime); } }
public static bool GetRight() { return (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D) || OuyaInputManager.GetButton("DPR", OuyaSDK.OuyaPlayer.player2) || OuyaInputManager.GetAxis("LX", OuyaSDK.OuyaPlayer.player2) > 0.25f); }
public static bool GetLeft() { return (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A) || OuyaInputManager.GetButton("DPL", OuyaSDK.OuyaPlayer.player2) || OuyaInputManager.GetAxis("LX", OuyaSDK.OuyaPlayer.player2) < -0.25f); }
public static bool GetUp() { return (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W) || OuyaInputManager.GetButton("DPU", OuyaSDK.OuyaPlayer.player2) || OuyaInputManager.GetAxis("LY", OuyaSDK.OuyaPlayer.player2) > 0.25f); }
// Using this format: // // W I // A S D J K L // // Ouya: // Y // U A // O // // ouya parameter string values // SYS, DPC, DPD, DPL, DPR, DPU, O, U, Y, A, LT, RT, LB, RB, L3, R3 //ouya axes // Left Analog: LY LX, Right Analog: RY RX, Trigger: RT, LT public static bool GetDown() { return (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S) || OuyaInputManager.GetButton("DPD", OuyaSDK.OuyaPlayer.player2) || OuyaInputManager.GetAxis("LY", OuyaSDK.OuyaPlayer.player2) < -0.25f); }
void Update() { if (joystickCanTrigger && enabled && NGUITools.GetActive(gameObject)) { float greatestX = 0.0f; float greatestY = 0.0f; float leastX = 0.0f; float leastY = 0.0f; //foreach (OuyaSDK.OuyaPlayer player in Enum.GetValues(typeof(OuyaSDK.OuyaPlayer))) // TODO: Use once input lag is fixed for (int i = 1; i <= 4; ++i) // HACK: check a hard-coded number of players { OuyaSDK.OuyaPlayer player = (OuyaSDK.OuyaPlayer)i; float joystickX = OuyaInputManager.GetAxis("LX", player); float joystickY = OuyaInputManager.GetAxis("LY", player); greatestX = Math.Max(joystickX, greatestX); greatestY = Math.Max(joystickY, greatestY); leastX = Math.Min(joystickX, leastX); leastY = Math.Min(joystickY, leastY); } if (greatestX > JoystickThreshold) { StartJoystickResetTimer(); OnKey(KeyCode.RightArrow); } if (greatestY > JoystickThreshold) { StartJoystickResetTimer(); OnKey(KeyCode.UpArrow); } if (leastX < -JoystickThreshold) { StartJoystickResetTimer(); OnKey(KeyCode.LeftArrow); } if (leastY < -JoystickThreshold) { StartJoystickResetTimer(); OnKey(KeyCode.DownArrow); } } }
void Update() { //Get Joystick points and calculate deadzone. Vector2 point = convertRawJoystickCoordinates(OuyaInputManager.GetAxis("LX", player), OuyaInputManager.GetAxis("LY", player), .25f); //Debug.Log(string.Format("Player:{0}, Axis:{1}",player,point)); //Rotate character to where it is looking. transform.Rotate(0f, point.x * turnSpeed * Time.deltaTime, 0f); //only move if we are grounded. if (controller.isGrounded) { //get the move direction from the controller axis; moveDirection = transform.forward * point.y; //Set the speed moveDirection *= speed; } //Apply any gravity factors moveDirection.y -= gravity * Time.deltaTime; //Move the character; controller.Move(moveDirection * Time.deltaTime); //Handle animation if we are moving. if (point.x != 0f && point.y != 0f) { //If axis is not 0 then play run animation. this.animation.Play("run"); } //if no animation is playing, then play the idle animation. if (!this.animation.isPlaying) { string anim = "idle"; if (isBattleStance) { anim = "waitingforbattle"; } this.animation.Play(anim); } }
private void OnGUI() { try { // UpdateCamera(); OuyaNGUIHandler nguiHandler = GameObject.Find("_NGUIHandler").GetComponent <OuyaNGUIHandler>(); if (nguiHandler != null) { string[] joystickNames = Input.GetJoystickNames(); //foreach (string joystick in Input.GetJoystickNames()) for (int i = 0; i < joystickNames.Length && i < 4; i++) { if (i == 1) { nguiHandler.controller1.text = joystickNames[i]; } if (i == 2) { nguiHandler.controller1.text = joystickNames[i]; } if (i == 3) { nguiHandler.controller1.text = joystickNames[i]; } if (i == 4) { nguiHandler.controller1.text = joystickNames[i]; } } nguiHandler.genericEvent.text = m_inputAction + " : " + m_keyEnum; nguiHandler.joystickLeft.text = string.Format("{0},{1}", OuyaInputManager.GetAxis("LX", player), OuyaInputManager.GetAxis("LY", player)); nguiHandler.joystickRight.text = string.Format("{0},{1}", OuyaInputManager.GetAxis("RX", player), OuyaInputManager.GetAxis("RY", player)); nguiHandler.trigger.text = string.Format("{0},{1}", OuyaInputManager.GetAxis("LT", player), OuyaInputManager.GetAxis("RT", player)); nguiHandler.rawOut.text = OuyaGameObject.InputData; } } catch (System.Exception) { } }