void CreateVirtualAxes() { // set axes to use this.m_UseX = this.axesToUse == AxisOption.Both || this.axesToUse == AxisOption.OnlyHorizontal; this.m_UseY = this.axesToUse == AxisOption.Both || this.axesToUse == AxisOption.OnlyVertical; // create new axes based on axes to use if (this.m_UseX) { this.m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(this.horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(this.m_HorizontalVirtualAxis); } if (this.m_UseY) { this.m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(this.verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(this.m_VerticalVirtualAxis); } }
public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) { // check if we already have an axis with that name and log and error if we do if (this.m_VirtualAxes.ContainsKey(axis.name)) { Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); } else { // add any new axes this.m_VirtualAxes.Add(axis.name, axis); // if we dont want to match with the input manager setting then revert to always using UnityEngine; using UnityEditor; using virtual if (!axis.matchWithInputManager) { this.m_AlwaysUseVirtual.Add(axis.name); } } }