コード例 #1
0
        /// <summary>
        /// グローバルな入力設定を追加する(OK、キャンセルなど)
        /// </summary>
        /// <param name="inputManagerGenerator">Input manager generator.</param>
        private static void AddGlobalInputSettings(InputManagerGenerator inputManagerGenerator)
        {
            // 横方向
            {
                var name = "Horizontal";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 1));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
            }

            // 縦方向
            {
                var name = "Vertical";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 2));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "down", "up"));
            }

            // 決定
            {
                var name = "OK";
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "z", "joystick button 0"));
            }

            // キャンセル
            {
                var name = "Cancel";
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "x", "joystick button 1"));
            }

            // ポーズ
            {
                var name = "Pause";
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "escape", "joystick button 7"));
            }
        }
コード例 #2
0
        /// <summary>
        /// プレイヤーごとの入力設定を追加する
        /// </summary>
        /// <param name="inputManagerGenerator">Input manager generator.</param>
        /// <param name="playerIndex">Player index.</param>
        private static void AddPlayerInputSettings(InputManagerGenerator inputManagerGenerator, int playerIndex)
        {
            if (playerIndex < 0 || playerIndex > 3)
            {
                Debug.LogError("プレイヤーインデックスの値が不正です。");
            }
            string upKey = "", downKey = "", leftKey = "", rightKey = "", attackKey = "";

            GetAxisKey(out upKey, out downKey, out leftKey, out rightKey, out attackKey, playerIndex);

            int joystickNum = playerIndex + 1;

            // 横方向
            {
                var name = string.Format("Player{0} Horizontal", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 1));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
            }

            // 縦方向
            {
                var name = string.Format("Player{0} Vertical", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 2));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
            }


            // 攻撃
            {
                //var axis = new InputAxis();
                var name   = string.Format("Player{0} Attack", playerIndex);
                var button = string.Format("joystick {0} button 0", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, attackKey));
            }
        }
コード例 #3
0
ファイル: InputAxis.cs プロジェクト: r1cksan/UnityLibrary
        /// <summary>
        /// 軸を追加します。
        /// </summary>
        /// <param name="serializedObject">Serialized object.</param>
        /// <param name="axis">Axis.</param>
        public void AddAxis(InputAxis axis)
        {
            if (axis.axis < 1)
            {
                Debug.LogError("Axisは1以上に設定してください。");
            }
            SerializedProperty axesProperty = serializedObject.FindProperty("m_Axes");

            axesProperty.arraySize++;
            serializedObject.ApplyModifiedProperties();

            SerializedProperty axisProperty = axesProperty.GetArrayElementAtIndex(axesProperty.arraySize - 1);

            GetChildProperty(axisProperty, "m_Name").stringValue                  = axis.name;
            GetChildProperty(axisProperty, "descriptiveName").stringValue         = axis.descriptiveName;
            GetChildProperty(axisProperty, "descriptiveNegativeName").stringValue = axis.descriptiveNegativeName;
            GetChildProperty(axisProperty, "negativeButton").stringValue          = axis.negativeButton;
            GetChildProperty(axisProperty, "positiveButton").stringValue          = axis.positiveButton;
            GetChildProperty(axisProperty, "altNegativeButton").stringValue       = axis.altNegativeButton;
            GetChildProperty(axisProperty, "altPositiveButton").stringValue       = axis.altPositiveButton;
            GetChildProperty(axisProperty, "gravity").floatValue                  = axis.gravity;
            GetChildProperty(axisProperty, "dead").floatValue        = axis.dead;
            GetChildProperty(axisProperty, "sensitivity").floatValue = axis.sensitivity;
            GetChildProperty(axisProperty, "snap").boolValue         = axis.snap;
            GetChildProperty(axisProperty, "invert").boolValue       = axis.invert;
            GetChildProperty(axisProperty, "type").intValue          = (int)axis.type;
            GetChildProperty(axisProperty, "axis").intValue          = axis.axis - 1;
            GetChildProperty(axisProperty, "joyNum").intValue        = axis.joyNum;

            serializedObject.ApplyModifiedProperties();
        }
コード例 #4
0
ファイル: InputAxis.cs プロジェクト: r1cksan/UnityLibrary
        /// <summary>
        /// マウス用の軸の設定データを作成する
        /// </summary>
        /// <returns>The mouse axis.</returns>
        /// <param name="name">Name.</param>
        /// <param name="axisNum">Axis number.</param>
        public static InputAxis CreateMouseAxis(string name, int axisNum)
        {
            var axis = new InputAxis();

            axis.name        = name;
            axis.sensitivity = 0.1f;
            axis.type        = AxisType.MouseMovement;
            axis.axis        = axisNum;

            return(axis);
        }
コード例 #5
0
        private static void AddXBOXControllerInputSettingsForMacOSX()
        {
            InputManagerGenerator inputManagerGenerator = new InputManagerGenerator();

            // LeftStickX
            {
                var name = "LeftStickX";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 1));
            }

            // LeftStickY
            {
                var name = "LeftStickY";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 2, false, true));
            }

            // RightStickX
            {
                var name = "RightStickX";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 3));
            }

            // RightStickY
            {
                var name = "RightStickY";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 4));
            }

            // LeftTrigger
            {
                var name = "LeftTrigger";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 5));
            }

            // RightTrigger
            {
                var name = "RightTrigger";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 6));
            }

            // CrossKeyX
            {
                var name = "CrossKeyX";
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "joystick button 7", "joystick button 8", "", ""));
            }

            // CrossKeyY
            {
                var name = "CrossKeyY";
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "joystick button 6", "joystick button 5", "", ""));
            }
        }
コード例 #6
0
ファイル: InputAxis.cs プロジェクト: r1cksan/UnityLibrary
        /// <summary>
        /// ゲームパッド用の軸の設定データを作成する
        /// </summary>
        /// <returns>The joy axis.</returns>
        /// <param name="name">Name.</param>
        /// <param name="joystickNum">Joystick number.</param>
        /// <param name="axisNum">Axis number.</param>
        public static InputAxis CreatePadAxis(string name, int joystickNum, int axisNum)
        {
            var axis = new InputAxis();

            axis.name        = name;
            axis.dead        = 0.3f;
            axis.sensitivity = 1;
            axis.type        = AxisType.JoystickAxis;
            axis.axis        = axisNum;
            axis.joyNum      = joystickNum;

            return(axis);
        }
コード例 #7
0
ファイル: InputAxis.cs プロジェクト: r1cksan/UnityLibrary
        /// <summary>
        /// 押すと1になるキーの設定データを作成する
        /// </summary>
        /// <returns>The button.</returns>
        /// <param name="name">Name.</param>
        /// <param name="positiveButton">Positive button.</param>
        /// <param name="altPositiveButton">Alternate positive button.</param>
        public static InputAxis CreateButton(string name, string positiveButton, string altPositiveButton)
        {
            var axis = new InputAxis();

            axis.name              = name;
            axis.positiveButton    = positiveButton;
            axis.altPositiveButton = altPositiveButton;
            axis.gravity           = 1000;
            axis.dead              = 0.001f;
            axis.sensitivity       = 1000;
            axis.type              = AxisType.KeyOrMouseButton;

            return(axis);
        }
コード例 #8
0
        private static void AddXBOXControllerInputSettingsForWindows()
        {
            InputManagerGenerator inputManagerGenerator = new InputManagerGenerator();

            // LeftStickX
            {
                var name = "LeftStickX";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 1));
            }

            // LeftStickY
            {
                var name = "LeftStickY";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 2));
            }

            // RightStickX
            {
                var name = "RightStickX";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 4));
            }

            // RightStickY
            {
                var name = "RightStickY";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 5));
            }

            // CrossKeyX
            {
                var name = "CrossKeyX";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 6));
            }

            // CrossKeyY
            {
                var name = "CrossKeyY";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 7));
            }

            // L/R Trigger
            {
                var name = "L/R Trigger";
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 3));
            }
        }
コード例 #9
0
        private static void AddXBOXControllerInputSettingsForKeyBorad()
        {
            InputManagerGenerator inputManagerGenerator = new InputManagerGenerator();

            // LeftStickX
            {
                var name = "LeftStickX";
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "", ""));
            }

            // LeftStickY
            {
                var name = "LeftStickY";
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "", ""));
            }

            // RightStickX
            {
                var name = "RightStickX";
                inputManagerGenerator.AddAxis(InputAxis.CreateMouseAxis(name, 1));
            }

            // RightStickX
            {
                var name = "RightStickX";
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "left", "right", "", ""));
            }

            // RightStickY
            {
                var name = "RightStickY";
                inputManagerGenerator.AddAxis(InputAxis.CreateMouseAxis(name, 2));
            }

            // RightStickY
            {
                var name = "RightStickY";
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "down", "up", "", ""));
            }

            /*
             *
             * // LeftTrigger
             * {
             *  var name = "LeftTrigger";
             *  inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 5));
             * }
             *
             * // RightTrigger
             * {
             *  var name = "RightTrigger";
             *  inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 6));
             * }
             *
             * // CrossKeyX
             * {
             *  var name = "CrossKeyX";
             *  inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "joystick button 7", "joystick button 8", "", ""));
             * }
             *
             * // CrossKeyY
             * {
             *  var name = "CrossKeyY";
             *  inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "joystick button 6", "joystick button 5", "", ""));
             * }
             *
             */
        }