public override List <UnityInputAxes> fetchMappingObject(string name, AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING control, AutoGamepadConstants.UNITY_PLAYER_NUMBER player)
        {
            List <UnityInputAxes> inputAxisCollection = new List <UnityInputAxes>();
            UnityInputAxes        inputAxis;

            switch (control)
            {
            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.LeftStickHorizontal:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Analog, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.LeftStickVertical:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Analog, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.Y_Axis_2nd, true);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.RightStickHorizontal:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Analog, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.FourthAxis, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.RightStickVertical:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Analog, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.FifthAxis, true);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.DpadHorizontal:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.SixthAxis, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.DpadVertical:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.SeventhAxis, true);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.TriggersCombined_ControllerSpecific:
                inputAxis = null;
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.LeftTrigger_ControllerSpecific:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Analog, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.EighthAxis, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.RightTrigger_ControllerSpecific:
                inputAxis = createAxis(name, "", "", player, AutoGamepadConstants.ITEM_TYPE.Analog, AutoGamepadConstants.UNITY_AXIS_TYPE.JoystickAxis, AutoGamepadConstants.UNITY_AXIS_NUMBER.ThirdAxis, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.A_Button:
                inputAxis = createAxis(name, "button 0", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.B_Button:
                inputAxis = createAxis(name, "button 1", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.X_Button:
                inputAxis = createAxis(name, "button 2", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.Y_Button:
                inputAxis = createAxis(name, "button 3", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.LeftBumper:
                inputAxis = createAxis(name, "button 4", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.RightBumper:
                inputAxis = createAxis(name, "button 5", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.Start:
                inputAxis = createAxis(name, "button 7", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.Back_ControllerSpecific:
                inputAxis = null;
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.LeftStickPush_ControllerSpecific:
                inputAxis = createAxis(name, "button 8", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.RightStickPush_ControllerSpecific:
                inputAxis = createAxis(name, "button 9", "", player, AutoGamepadConstants.ITEM_TYPE.Digital, AutoGamepadConstants.UNITY_AXIS_TYPE.KeyOrMouseButton, AutoGamepadConstants.UNITY_AXIS_NUMBER.X_Axis_1st, false);
                break;

            case AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING.None:
                inputAxis = null;
                break;

            default:
                inputAxis = null;
                break;
            }

            if (inputAxis != null)
            {
                inputAxisCollection.Add(inputAxis);
            }

            return(inputAxisCollection);
        }
예제 #2
0
 public abstract List <UnityInputAxes> fetchMappingObject(string name, AutoGamepadConstants.DEFAULT_CONTROLLER_MAPPING control, AutoGamepadConstants.UNITY_PLAYER_NUMBER player);