private void HandleButtonEvents(OuyaSDK.OuyaPlayer p, OuyaSDK.KeyEnum b, OuyaSDK.InputAction bs) { if (enabled && NGUITools.GetActive(gameObject)) { // Ignoring P to allow any player to use the menu if (bs.Equals(OuyaSDK.InputAction.KeyDown)) { switch (b) { case OuyaSDK.KeyEnum.BUTTON_DPAD_UP: OnKey(KeyCode.UpArrow); break; case OuyaSDK.KeyEnum.BUTTON_DPAD_DOWN: OnKey(KeyCode.DownArrow); break; case OuyaSDK.KeyEnum.BUTTON_DPAD_LEFT: OnKey(KeyCode.LeftArrow); break; case OuyaSDK.KeyEnum.BUTTON_DPAD_RIGHT: OnKey(KeyCode.RightArrow); break; } } if (b == activateButton && gameObject == UICamera.selectedObject) { SendMessage("OnPress", bs.Equals(OuyaSDK.InputAction.KeyDown), SendMessageOptions.DontRequireReceiver); } } }
private void HandleButtonEvent(OuyaSDK.OuyaPlayer p, OuyaSDK.KeyEnum b, OuyaSDK.InputAction bs) { if (b.Equals(OuyaSDK.KeyEnum.BUTTON_O) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { //we cna use this if we want event-based inputs instead } }
void HandleButtonEvent(OuyaSDK.OuyaPlayer p, OuyaSDK.KeyEnum b, OuyaSDK.InputAction bs) { if (!player.Equals(p)) { return; } if (b.Equals(OuyaSDK.KeyEnum.BUTTON_O) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { this.animation.Play("attack"); Debug.Log("Button O Down Event was triggered on Player" + player); } if (b.Equals(OuyaSDK.KeyEnum.BUTTON_O) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { Debug.Log("Button O Up Event was triggered on Player" + player); } //BATTLE STANCE: if (b.Equals(OuyaSDK.KeyEnum.BUTTON_Y) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { if (!isBattleStance) { //Set Battle stance. this.animation.Play("waitingforbattle"); isBattleStance = true; } else { if (this.animation.IsPlaying("waitingforbattle")) { this.animation.Play("idle"); isBattleStance = false; } } } //DANCE: if (b.Equals(OuyaSDK.KeyEnum.BUTTON_U) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { this.animation.Play("dance"); } //FAKE Death: if (b.Equals(OuyaSDK.KeyEnum.BUTTON_A) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { this.animation.Play("die"); } }
//Handles Button Events. private void HandleButtonEvent(OuyaSDK.OuyaPlayer p, OuyaSDK.KeyEnum b, OuyaSDK.InputAction bs) { //Debug.Log(string.Format("Player:{0} | Button:{1} | InputAction:{2}", p, b, bs)); m_inputAction = bs; m_keyEnum = b; //If this event was not meant for us then do not handle it. if (!player.Equals(p)) { return; } //NOTE: This Button event handler only handles events for Player 1, because of the above statement. #region BUTTONS O - A //Check O button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_O) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererButtonO, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_O) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererButtonO, false, true); } //Check U button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_U) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererButtonU, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_U) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererButtonU, false, true); } //Check Y button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_Y) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererButtonY, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_Y) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererButtonY, false, true); } //Check A button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_A) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererButtonA, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_A) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererButtonA, false, true); } //Check L3 button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_L3) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererAxisLeft, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_L3) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererAxisLeft, false, true); } //Check R3 button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_R3) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererAxisRight, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_R3) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererAxisRight, false, true); } #endregion #region Bumpers //Check LB button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_LB) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererLB, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_LB) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererLB, false, true); } //Check RB button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_RB) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererRB, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_RB) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererRB, false, true); } #endregion #region triggers //Check LT button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_LT) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererLT, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_LT) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererLT, false, true); } //Check RT button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_RT) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererRT, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_RT) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererRT, false, true); } #endregion #region DPAD //Check DPAD UP button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_UP) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererDpadUp, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_UP) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererDpadUp, false, true); } //Check DPAD DOWN button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_DOWN) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererDpadDown, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_DOWN) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererDpadDown, false, true); } //Check DPAD LEFT button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_LEFT) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererDpadLeft, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_LEFT) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererDpadLeft, false, true); } //Check DPAD RIGHT button for down state if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_RIGHT) && bs.Equals(OuyaSDK.InputAction.KeyDown)) { UpdateHighlight(RendererDpadRight, true, true); } else if (b.Equals(OuyaSDK.KeyEnum.BUTTON_DPAD_RIGHT) && bs.Equals(OuyaSDK.InputAction.KeyUp)) { UpdateHighlight(RendererDpadRight, false, true); } #endregion }
//Call this event ( trigger ) public static void buttonPressEvent(OuyaSDK.OuyaPlayer player, OuyaSDK.KeyEnum button, OuyaSDK.InputAction buttonState) { if (ButtonsEvent != null) { ButtonsEvent(player, button, buttonState); } }