// Update is called once per frame void FixedUpdate() { if (!gameOver) { prevState = state; state = GamePad.GetState(playerIndex, GamePadDeadZone.None); PCS.MovementControl(state.ThumbSticks.Left.X, state.ThumbSticks.Left.Y); // Detect if a button was pressed this frame if (prevState.Buttons.A == ButtonState.Released && state.Buttons.A == ButtonState.Pressed) { PCS.Jump(); } // Detect if a button was pressed this frame if (prevState.Buttons.LeftShoulder == ButtonState.Released && state.Buttons.LeftShoulder == ButtonState.Pressed) { PCS.SwordThrowPress(); } // Detect if a button was released this frame if (prevState.Buttons.LeftShoulder == ButtonState.Pressed && state.Buttons.LeftShoulder == ButtonState.Released) { PCS.SwordThrowRelease(); } // x button press if (state.Buttons.X == ButtonState.Pressed && prevState.Buttons.X == ButtonState.Released) { PCS.StartSwingAttack(); } // y held if (state.Buttons.LeftShoulder == ButtonState.Pressed) { PCS.SwordThrowHold(); } // trigger press if (prevState.Triggers.Right <= .5f && state.Triggers.Right > .5f) { PCS.ChainSwingPress(); } // trigger release if (prevState.Triggers.Right > .5f && state.Triggers.Right <= .5f) { PCS.BreakLine(true); } // trigger press if (state.Triggers.Left > .5f) { //PCS.ReelInChain (); } } }