private void InternalUpdate() { foreach (PlayerInput pI in _playersByPadIndex.Values) { pI.CustomPreUpdate(); } var validInputIndexes = PlayerInputUtils.GetValidInputIndexes(); if (EnableCheckPlayersActions) { foreach (int i in validInputIndexes) { HandleStart(i); CheckPlayerActions(i); } } var indexLeft = _activeIndex.Where(ai => !validInputIndexes.Contains(ai)).ToArray(); foreach (var i in indexLeft) { LeaveAllForIndex(i); } }
public void ForceCreateMainPlayer() { var indexes = PlayerInputUtils.GetValidInputIndexes(); if (_mainPlayerInput == null && indexes.Count > 0) { CreatePlayer(indexes.First(), PadUsedType.SINGLE); } }