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 GetUp() { return (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W) || OuyaInputManager.GetButton("DPU", OuyaSDK.OuyaPlayer.player2) || OuyaInputManager.GetAxis("LY", 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); }
// 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); }
/// <summary> /// Wrap Unity's method /// </summary> /// <param name="inputName"></param> /// <returns></returns> public static bool GetButtonUp(string inputName, OuyaSDK.OuyaPlayer player) { // these will map to the Unity game's existing button names // the text cases are placeholders return(!OuyaInputManager.GetButton(inputName, player)); }