public float GetAxleState(XboxAxleInputs axis) { switch (axis) { case XboxAxleInputs.LeftStickX: return(LeftX); case XboxAxleInputs.LeftStickY: return(LeftY); case XboxAxleInputs.LeftTrigger: return(LeftTrigger); case XboxAxleInputs.RightStickX: return(RightX); case XboxAxleInputs.RightStickY: return(RightY); case XboxAxleInputs.RightTrigger: return(RightTrigger); } return(0f); }
public float GetAxleState(XboxAxleInputs axis) { if (GameLoopEntry.CurrentSequence == UpdateSequence.FixedUpdate) { return(_currentFixed.GetAxleState(axis)); } else { return(_current.GetAxleState(axis)); } }