private void OnEnable() { if (mapping.type == AxisMapping.MappingType.NamedAxis) { m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName); CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis); } }
public string verticalAxisName = "Vertical"; // название оси вертикали для кросплатформенного ввода #endregion Fields #region Methods void OnEnable() { //регистрируем оси для работы m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); }
void Start() { rectT = UI_Element.rectTransform; InitEventsSystem(); UpdateRect(); m_SteerAxis = new UnityStandardAssets.CrossPlatformInput.CrossPlatformInputManager.VirtualAxis("Horizontal"); UnityStandardAssets.CrossPlatformInput.CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis); }
void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) { if(this.gameObject.name == "JoystickObject") { if (CrossPlatformInputManager.AxisExists(horizontalAxisNameLeft)) { CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisNameLeft); } m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisNameLeft); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } else { if (CrossPlatformInputManager.AxisExists(horizontalAxisNameRight)) { CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisNameRight); } m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisNameRight); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } } if (m_UseY) { if(this.gameObject.name == "JoystickObject") { if (CrossPlatformInputManager.AxisExists(verticalAxisNameLeft)) { CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisNameLeft); } m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisNameLeft); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } else { if (CrossPlatformInputManager.AxisExists(verticalAxisNameRight)) { CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisNameRight); } m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisNameRight); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } } }
CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input void OnEnable() { if (!CrossPlatformInputManager.AxisExists(axisName)) { // if the axis doesnt exist create a new one in cross platform input m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); } else { m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); } FindPairedButton(); }
void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX){ m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } if (m_UseY){ m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } }
void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) { m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } if (m_UseY) { m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } }
} // that is literally all this class does void CreateVirtualAxes() // this is called first, this is basically called on start but when its enabled { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); // that is so crazy that you can do this to a bool, makes sense since a bool is just a fancy if statement m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) // basically-> get then register, just dont get the need for cross platfrom input manager { m_lookHorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); // dont fully get this, not even a little CrossPlatformInputManager.RegisterVirtualAxis(m_lookHorizontalVirtualAxis); // aside from the reference this is the entire four lines of CrossPlatformInputManager } if (m_UseY) { m_lookVerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_lookVerticalVirtualAxis); } }
public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) { // check if we already have an axis with that name and log and error if we do if (m_VirtualAxes.ContainsKey(axis.name)) { Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); } else { // add any new axes m_VirtualAxes.Add(axis.name, axis); // if we dont want to match with the input manager setting then revert to always using virtual if (!axis.matchWithInputManager) { m_AlwaysUseVirtual.Add(axis.name); } } }
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); } }
// Use this for initialization void Start() { TouchAtlas = transform.GetComponent <RectTransform>(); stickOriginPosition = TouchAtlas.anchoredPosition3D; if (CrossPlatformInputManager.AxisExists(horizontalAxisName)) { CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName); } virtualAxisHorizontal = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(virtualAxisHorizontal); if (CrossPlatformInputManager.AxisExists(verticalAxisName)) { CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName); } virtualAxisVertical = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(virtualAxisVertical); }
void Start() { m_StartPos = transform.position; // Get Player Movement script off Player gameobject PlayerMoveScriptRef = Player.GetComponent <CompleteProject.PlayerMovement>(); if (PlayerMoveScriptRef == null) { Debug.Log("PlayerMoveScript error: Null"); } // Setting opposing joystick virtual axis references if (ID == JoystickID.LeftMovement) { m_OpposingHVirtualAxis = RightJoyStickScriptRef.m_HorizontalVirtualAxis; m_OpposingVVirtualAxis = RightJoyStickScriptRef.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 (m_VirtualAxes.ContainsKey(axis.name)) { // Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); //so unregister it and register a new one// - Aaron Hibberd - 12.02.2015 - www.hibbygames.com// UnRegisterVirtualAxis(axis.name); } //else //{ // add any new axes m_VirtualAxes.Add(axis.name, axis); // if we dont want to match with the input manager setting then revert to always using virtual if (!axis.matchWithInputManager) { m_AlwaysUseVirtual.Add(axis.name); } //} }
// Token: 0x06000A72 RID: 2674 RVA: 0x0003F0D8 File Offset: 0x0003D4D8 public static void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) { CrossPlatformInputManager.activeInput.RegisterVirtualAxis(axis); }
public bool ButtonExists(string name) => default; // 0x000000018062E360-0x000000018062E3C0 public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) { } // 0x000000018062E3C0-0x000000018062E4C0
/** * Create the virtual axes for the joystick. */ void CreateVirtualAxes() { horizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); verticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); }
public abstract void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis);