public static bool GetDPADButtonUp(InputDPADButton button) { if (_instance._inputDevice == InputDevice.KeyboardAndMouse) { return(false); } if (button == InputDPADButton.Any) { return((Mathf.Approximately(_instance._currentDpadValues.x, 0.0f) && !Mathf.Approximately(_instance._lastDpadValues.x, 0.0f)) || (Mathf.Approximately(_instance._currentDpadValues.y, 0.0f) && !Mathf.Approximately(_instance._lastDpadValues.y, 0.0f))); } bool state = false; switch (button) { case InputDPADButton.Left_Up: state = (_instance._currentDpadValues.x > -1.0f && _instance._lastDpadValues.x <= -1.0f && _instance._currentDpadValues.y < 1.0f && _instance._lastDpadValues.y >= 1.0f); break; case InputDPADButton.Right_Up: state = (_instance._currentDpadValues.x < 1.0f && _instance._lastDpadValues.x >= 1.0f && _instance._currentDpadValues.y < 1.0f && _instance._lastDpadValues.y >= 1.0f); break; case InputDPADButton.Left_Down: state = (_instance._currentDpadValues.x > -1.0f && _instance._lastDpadValues.x <= -1.0f && _instance._currentDpadValues.y > -1.0f && _instance._lastDpadValues.y <= -1.0f); break; case InputDPADButton.Right_Down: state = (_instance._currentDpadValues.x <1.0f && _instance._lastDpadValues.x >= 1.0f && _instance._currentDpadValues.y> -1.0f && _instance._lastDpadValues.y <= -1.0f); break; case InputDPADButton.Left: state = (_instance._currentDpadValues.x > -1.0f && _instance._lastDpadValues.x <= -1.0f); break; case InputDPADButton.Right: state = (_instance._currentDpadValues.x < 1.0f && _instance._lastDpadValues.x >= 1.0f); break; case InputDPADButton.Up: state = (_instance._currentDpadValues.y < 1.0f && _instance._lastDpadValues.y >= 1.0f); break; case InputDPADButton.Down: state = (_instance._currentDpadValues.y > -1.0f && _instance._lastDpadValues.y <= -1.0f); break; default: break; } return(state); }
public static bool GetDPADButtonUp(InputDPADButton button) { if (_instance._inputDevice == InputDevice.KeyboardAndMouse) return false; if (button == InputDPADButton.Any) { return ((Mathf.Approximately (_instance._currentDpadValues.x, 0.0f) && !Mathf.Approximately (_instance._lastDpadValues.x, 0.0f)) || (Mathf.Approximately (_instance._currentDpadValues.y, 0.0f) && !Mathf.Approximately (_instance._lastDpadValues.y, 0.0f))); } bool state = false; switch (button) { case InputDPADButton.Left_Up: state = (_instance._currentDpadValues.x > -1.0f && _instance._lastDpadValues.x <= -1.0f && _instance._currentDpadValues.y < 1.0f && _instance._lastDpadValues.y >= 1.0f); break; case InputDPADButton.Right_Up: state = (_instance._currentDpadValues.x < 1.0f && _instance._lastDpadValues.x >= 1.0f && _instance._currentDpadValues.y < 1.0f && _instance._lastDpadValues.y >= 1.0f); break; case InputDPADButton.Left_Down: state = (_instance._currentDpadValues.x > -1.0f && _instance._lastDpadValues.x <= -1.0f && _instance._currentDpadValues.y > -1.0f && _instance._lastDpadValues.y <= -1.0f); break; case InputDPADButton.Right_Down: state = (_instance._currentDpadValues.x < 1.0f && _instance._lastDpadValues.x >= 1.0f && _instance._currentDpadValues.y > -1.0f && _instance._lastDpadValues.y <= -1.0f); break; case InputDPADButton.Left: state = (_instance._currentDpadValues.x > -1.0f && _instance._lastDpadValues.x <= -1.0f); break; case InputDPADButton.Right: state = (_instance._currentDpadValues.x < 1.0f && _instance._lastDpadValues.x >= 1.0f); break; case InputDPADButton.Up: state = (_instance._currentDpadValues.y < 1.0f && _instance._lastDpadValues.y >= 1.0f); break; case InputDPADButton.Down: state = (_instance._currentDpadValues.y > -1.0f && _instance._lastDpadValues.y <= -1.0f); break; default: break; } return state; }