コード例 #1
0
 public static AxisDelegateFactory CreateAxisDelegateFactory(SPInputId positive, SPInputId negative)
 {
     return((j) =>
     {
         return CreateAxisDelegate(positive, negative, j);
     });
 }
コード例 #2
0
        /*
         * Triggers
         */

        public static AxisDelegate CreateTriggerDelegate(SPInputId axis, Joystick joystick = Joystick.All, AxleValueConsideration axisConsideration = AxleValueConsideration.Positive)
        {
            var inputId = SPInputDirect.GetInputName(axis, joystick);

            if (axis.IsAxis())
            {
                switch (axisConsideration)
                {
                case AxleValueConsideration.Positive:
                    return(() => UnityEngine.Mathf.Clamp01(UnityEngine.Input.GetAxisRaw(inputId)));

                case AxleValueConsideration.Negative:
                    return(() => - UnityEngine.Mathf.Clamp(UnityEngine.Input.GetAxisRaw(inputId), -1f, 0f));

                case AxleValueConsideration.Absolute:
                    return(() => Math.Abs(UnityEngine.Input.GetAxisRaw(inputId)));

                default:
                    return(null);
                }
            }
            else
            {
                return(() => UnityEngine.Input.GetButton(inputId) ? 1f : 0f);
            }
        }
コード例 #3
0
        /*
         * Delegate factories
         */

        public static ButtonDelegateFactory CreateButtonDelegateFactory(SPInputId button)
        {
            return((j) =>
            {
                return CreateButtonDelegate(button, j);
            });
        }
コード例 #4
0
        /*
         * Axes
         */

        public static AxisDelegate CreateAxisDelegate(SPInputId axis, Joystick joystick = Joystick.All, bool invert = false)
        {
            var inputId = SPInputDirect.GetInputName(axis, joystick);

            if (axis.IsAxis())
            {
                if (invert)
                {
                    return(() => - UnityEngine.Input.GetAxisRaw(inputId));
                }
                else
                {
                    return(() => UnityEngine.Input.GetAxisRaw(inputId));
                }
            }
            else
            {
                if (invert)
                {
                    return(() => UnityEngine.Input.GetButton(inputId) ? -1f : 0f);
                }
                else
                {
                    return(() => UnityEngine.Input.GetButton(inputId) ? 1f : 0f);
                }
            }
        }
コード例 #5
0
 public static ButtonDelegateFactory CreateAxleButtonDelegateFactory(SPInputId axis, AxleValueConsideration consideration, float axleButtonDeadZone = InputUtil.DEFAULT_AXLEBTNDEADZONE)
 {
     return((j) =>
     {
         return CreateAxleButtonDelegate(axis, consideration, j, axleButtonDeadZone);
     });
 }
コード例 #6
0
        public static ButtonDelegate CreateAxleButtonDelegate(SPInputId axis, AxleValueConsideration consideration, Joystick joystick = Joystick.All, float axleButtonDeadZone = InputUtil.DEFAULT_AXLEBTNDEADZONE)
        {
            var inputId = SPInputDirect.GetInputName(axis, joystick);

            if (axis.IsAxis())
            {
                switch (consideration)
                {
                case AxleValueConsideration.Positive:
                    return(() => UnityEngine.Input.GetAxisRaw(inputId) > axleButtonDeadZone);

                case AxleValueConsideration.Negative:
                    return(() => UnityEngine.Input.GetAxisRaw(inputId) < -axleButtonDeadZone);

                case AxleValueConsideration.Absolute:
                    return(() => Math.Abs(UnityEngine.Input.GetAxisRaw(inputId)) > axleButtonDeadZone);

                default:
                    return(null);
                }
            }
            else
            {
                return(() => UnityEngine.Input.GetButton(inputId));
            }
        }
コード例 #7
0
 public static AxisDelegateFactory CreateAxisDelegateFactory(SPInputId axis, bool invert = false)
 {
     return((j) =>
     {
         return CreateAxisDelegate(axis, j, invert);
     });
 }
コード例 #8
0
 public static InputToken CreateButton(SPInputId button)
 {
     return(new InputToken()
     {
         Type = InputType.Joystick,
         Mode = InputMode.Button,
         Value = (int)button
     });
 }
コード例 #9
0
 public static InputToken CreateLongTrigger(SPInputId axis)
 {
     return(new InputToken()
     {
         Type = InputType.Joystick,
         Mode = InputMode.LongTrigger,
         Value = (int)axis
     });
 }
コード例 #10
0
 public static InputToken CreateEmulatedAxis(SPInputId positiveButton, SPInputId negativeButton)
 {
     return(new InputToken()
     {
         Type = InputType.Joystick,
         Mode = InputMode.Axis,
         Value = (int)positiveButton,
         AltValue = (int)negativeButton
     });
 }
コード例 #11
0
 public static InputToken CreateAxis(SPInputId axis, bool invert = false)
 {
     return(new InputToken()
     {
         Type = InputType.Joystick,
         Mode = InputMode.Axis,
         Value = (int)axis,
         AltValue = invert ? 1 : 0
     });
 }
コード例 #12
0
 public static InputToken CreateTrigger(SPInputId axis, AxleValueConsideration consideration = AxleValueConsideration.Positive)
 {
     return(new InputToken()
     {
         Type = InputType.Joystick,
         Mode = InputMode.Trigger,
         Value = (int)axis,
         AltValue = (int)consideration
     });
 }
コード例 #13
0
 public static InputToken CreateAxleButton(SPInputId axis, AxleValueConsideration consideration = AxleValueConsideration.Positive, float deadZone = InputUtil.DEFAULT_AXLEBTNDEADZONE)
 {
     return(new InputToken()
     {
         Type = InputType.Joystick,
         Mode = InputMode.AxleButton,
         Value = (int)axis,
         AltValue = (int)consideration,
         DeadZone = deadZone
     });
 }
コード例 #14
0
        /*
         * Long Trigers
         */

        /// <summary>
        /// Some controller's triggers register -1 as inactive, and 1 as active. This creates a TriggerDelegate that normalizes this value to 0->1.
        /// </summary>
        /// <param name="axis"></param>
        /// <param name="joystick"></param>
        /// <returns></returns>
        public static AxisDelegate CreateLongTriggerDelegate(SPInputId axis, Joystick joystick = Joystick.All)
        {
            var inputId = SPInputDirect.GetInputName(axis, joystick);

            if (axis.IsAxis())
            {
                return(() => (UnityEngine.Input.GetAxisRaw(inputId) + 1f) / 2f);
            }
            else
            {
                return(() => UnityEngine.Input.GetButton(inputId) ? 1f : 0f);
            }
        }
コード例 #15
0
        /*
         * Buttons
         */

        public static ButtonDelegate CreateButtonDelegate(SPInputId button, Joystick joystick = Joystick.All)
        {
            var inputId = SPInputDirect.GetInputName(button, joystick);

            if (button.IsButton())
            {
                return(() => UnityEngine.Input.GetButton(inputId));
            }
            else
            {
                return(() => UnityEngine.Input.GetAxisRaw(inputId) > InputUtil.DEFAULT_AXLEBTNDEADZONE);
            }
        }
コード例 #16
0
        public static bool TryPollButton(out SPInputId button, ButtonState state = ButtonState.Down, Joystick joystick = Joystick.All)
        {
            if (joystick != Joystick.None)
            {
                for (int i = ID_BUTTONLOW; i <= ID_BUTTONHIGH; i++)
                {
                    switch (state)
                    {
                    case ButtonState.None:
                        if (!UnityEngine.Input.GetButton(GetInputName((SPInputId)i, joystick)))
                        {
                            button = (SPInputId)i;
                            return(true);
                        }
                        break;

                    case ButtonState.Down:
                        if (UnityEngine.Input.GetButtonDown(GetInputName((SPInputId)i, joystick)))
                        {
                            button = (SPInputId)i;
                            return(true);
                        }
                        break;

                    case ButtonState.Held:
                        if (UnityEngine.Input.GetButton(GetInputName((SPInputId)i, joystick)))
                        {
                            button = (SPInputId)i;
                            return(true);
                        }
                        break;

                    case ButtonState.Released:
                        if (UnityEngine.Input.GetButtonUp(GetInputName((SPInputId)i, joystick)))
                        {
                            button = (SPInputId)i;
                            return(true);
                        }
                        break;
                    }
                }
            }
            button = SPInputId.Unknown;
            return(false);
        }
コード例 #17
0
 public static bool TryPollAxis(out SPInputId axis, Joystick joystick = Joystick.All, bool pollMouse = false, float deadZone = InputUtil.DEFAULT_AXLEBTNDEADZONE)
 {
     if (joystick != Joystick.None)
     {
         int high = pollMouse ? ID_AXISHIGH : ID_AXISMID;
         for (int i = ID_AXISLOW; i <= high; i++)
         {
             float v = Input.GetAxis(GetInputName((SPInputId)i, joystick));
             if (Mathf.Abs(v) > deadZone)
             {
                 axis = (SPInputId)i;
                 return(true);
             }
         }
     }
     axis = SPInputId.Unknown;
     return(false);
 }
コード例 #18
0
        public static bool GetButton(SPInputId button, ButtonState state, Joystick joystick = Joystick.All)
        {
            switch (state)
            {
            case ButtonState.None:
                return(!UnityEngine.Input.GetButton(GetInputName(button, joystick)));

            case ButtonState.Down:
                return(UnityEngine.Input.GetButtonDown(GetInputName(button, joystick)));

            case ButtonState.Held:
                return(UnityEngine.Input.GetButton(GetInputName(button, joystick)));

            case ButtonState.Released:
                return(UnityEngine.Input.GetButtonUp(GetInputName(button, joystick)));

            default:
                return(false);
            }
        }
コード例 #19
0
 public void RegisterTrigger(XboxInputId trigger, SPInputId axis, AxleValueConsideration consideration = AxleValueConsideration.Positive)
 {
     _axisTable[trigger] = InputToken.CreateTrigger(axis, consideration);
     _buttonTable.Remove(trigger);
 }
コード例 #20
0
 /// <summary>
 /// The PS4 Controller L2/R2 triggers on some platforms registers -1 when depressed, and 1 when pressed. This creates a factory that normalizes those values to 0->1
 /// </summary>
 /// <param name="axis"></param>
 /// <param name="invert"></param>
 /// <returns></returns>
 public static AxisDelegateFactory CreateLongTriggerDelegateFactory(SPInputId axis)
 {
     return((j) => CreateLongTriggerDelegate(axis, j));
 }
        private System.Collections.IEnumerator WorkRoutine(float delay)
        {
            yield return(WaitForDuration.Seconds(delay, SPTime.Real));

            SPInputId positiveBtn = SPInputId.Unknown;

            UnityEngine.KeyCode positiveKey = UnityEngine.KeyCode.None;
            float t = float.NegativeInfinity;

            while (_state == State.Running)
            {
                if (UnityEngine.Input.GetKeyDown(this.CancelKey))
                {
                    this.Cancel();
                    yield break;
                }
                if (this.CancelDelegate != null && this.CancelDelegate())
                {
                    this.Cancel();
                    yield break;
                }

                if (this.CustomPollingCallback != null)
                {
                    InputToken token;
                    if (this.CustomPollingCallback(this, out token))
                    {
                        this.InputResult = token;
                        goto Complete;
                    }
                }

                if (this.PollFromStandardSPInputs)
                {
                    if (this.PollJoyAxes || this.PollMouseAxes)
                    {
                        SPInputId axis;
                        float     value;
                        if (SPInputDirect.TryPollAxis(out axis, out value, this.Joystick, this.PollMouseAxes, this.AxisPollingDeadZone) && TestConsideration(value, this.AxisConsideration, this.AxisPollingDeadZone))
                        {
                            if ((this.PollJoyAxes && axis.IsJoyAxis()) || (this.PollMouseAxes && axis.IsMouseAxis()))
                            {
                                if (this.PollAsTrigger)
                                {
                                    this.InputResult = InputToken.CreateTrigger(axis);
                                }
                                else
                                {
                                    this.InputResult = InputToken.CreateAxis(axis, value < 0f);
                                }
                                goto Complete;
                            }
                        }
                    }

                    if (this.PollButtons)
                    {
                        SPInputId btn;
                        if (SPInputDirect.TryPollButton(out btn, this.ButtonPollingState, this.Joystick))
                        {
                            if (this.PollAsTrigger)
                            {
                                this.InputResult = InputToken.CreateTrigger(btn, AxleValueConsideration.Positive);
                                goto Complete;
                            }
                            if (positiveBtn != SPInputId.Unknown)
                            {
                                this.InputResult = InputToken.CreateEmulatedAxis(positiveBtn, btn);
                                goto Complete;
                            }
                            else
                            {
                                positiveKey = UnityEngine.KeyCode.None;
                                positiveBtn = btn;
                                t           = UnityEngine.Time.realtimeSinceStartup;
                                goto Restart;
                            }
                        }
                    }
                }

                if (this.PollKeyboard)
                {
                    UnityEngine.KeyCode key;
                    if (SPInputDirect.TryPollKey(out key, this.ButtonPollingState))
                    {
                        if (this.PollAsTrigger)
                        {
                            this.InputResult = InputToken.CreateTrigger(key);
                            goto Complete;
                        }
                        if (positiveKey != UnityEngine.KeyCode.None)
                        {
                            this.InputResult = InputToken.CreateEmulatedAxis(positiveKey, key);
                            goto Complete;
                        }
                        else
                        {
                            positiveBtn = SPInputId.Unknown;
                            positiveKey = key;
                            t           = UnityEngine.Time.realtimeSinceStartup;
                            goto Restart;
                        }
                    }
                }

Restart:
                yield return(null);

                if (UnityEngine.Time.realtimeSinceStartup - t > this.ButtonPressMonitorDuration)
                {
                    positiveBtn = SPInputId.Unknown;
                    positiveKey = UnityEngine.KeyCode.None;
                }
            }

Complete:
            _state   = State.Complete;
            _routine = null;
            this.SignalOnComplete();
        }
コード例 #22
0
 public static bool IsJoyAxis(this SPInputId id)
 {
     return(id >= SPInputId.Axis1 && id <= SPInputId.Axis28);
 }
コード例 #23
0
 public static AxisDelegateFactory CreateTriggerDelegateFactory(SPInputId axis, AxleValueConsideration axisConsideration = AxleValueConsideration.Positive)
 {
     return((j) => CreateTriggerDelegate(axis, j, axisConsideration));
 }
コード例 #24
0
 public static bool IsJoyButton(this SPInputId id)
 {
     return(id >= SPInputId.Button0 && id <= SPInputId.Button19);
 }
コード例 #25
0
 public static bool IsAxis(this SPInputId id)
 {
     return(id >= SPInputId.Axis1 && id <= SPInputId.MouseAxis3);
 }
コード例 #26
0
 public static bool IsButton(this SPInputId id)
 {
     return(id >= SPInputId.Button0 && id <= SPInputId.MouseButton6);
 }
コード例 #27
0
        public static string GetInputName(SPInputId id, Joystick joystick = Joystick.All)
        {
            if (id == SPInputId.Unknown)
            {
                return(null);
            }

            if (_inputIdToName == null)
            {
                _inputIdToName = new Dictionary <int, string>();
            }
            int    hash = (int)joystick | ((int)id << 4);
            string sname;

            if (_inputIdToName.TryGetValue(hash, out sname))
            {
                return(sname);
            }

            if (joystick == Joystick.All)
            {
                if (id.IsJoyAxis())
                {
                    sname = string.Format("JoyAll-Axis{0:00}", (int)id);
                }
                else if (id.IsMouseAxis())
                {
                    sname = string.Format("MouseAxis{0:0}", (int)id - (int)SPInputId.MouseAxis1 + 1);
                }
                else if (id.IsJoyButton())
                {
                    sname = string.Format("JoyAll-Button{0:00}", (int)id - (int)SPInputId.Button0);
                }
                else if (id.IsMouseButton())
                {
                    sname = string.Format("MouseButton{0:0}", (int)id - (int)SPInputId.MouseButton0);
                }
            }
            else
            {
                if (id.IsJoyAxis())
                {
                    sname = string.Format("Joy{0:0}-Axis{1:00}", (int)joystick, (int)id);
                }
                else if (id.IsMouseAxis())
                {
                    sname = string.Format("MouseAxis{0:0}", (int)id - (int)SPInputId.MouseAxis1 + 1);
                }
                else if (id.IsJoyButton())
                {
                    sname = string.Format("Joy{0:0}-Button{1:00}", (int)joystick, (int)id - (int)SPInputId.Button0);
                }
                else if (id.IsMouseButton())
                {
                    sname = string.Format("MouseButton{0:0}", (int)id - (int)SPInputId.MouseButton0);
                }
            }

            _inputIdToName[hash] = sname;
            return(sname);
        }
コード例 #28
0
 public static bool GetButtonUp(SPInputId button, Joystick joystick = Joystick.All)
 {
     return(UnityEngine.Input.GetButtonUp(GetInputName(button, joystick)));
 }
コード例 #29
0
 public static float GetAxis(SPInputId axis, Joystick joystick = Joystick.All)
 {
     return(UnityEngine.Input.GetAxis(GetInputName(axis, joystick)));
 }
コード例 #30
0
 public static AxisDelegate CreateAxisDelegate(SPInputId positive, SPInputId negative, Joystick joystick = Joystick.All)
 {
     return(CreateAxisDelegate(CreateButtonDelegate(positive, joystick), CreateButtonDelegate(negative, joystick)));
 }