private void Awake() { if (m_instance == null) { m_instance = this; m_scanService = new ScanService(); m_schemeLookup = new Dictionary <string, ControlScheme>(); m_schemeLookupByID = new Dictionary <string, ControlScheme>(); m_actionLookup = new Dictionary <string, Dictionary <string, InputAction> >(); Initialize(); gamepad.Awake(this); // try and load custom runtime bindings Load(); // Lock or unlock the cursor. // Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None; // Cursor.visible = !m_LockCursor; } else { Debug.LogWarning("You have multiple InputManager instances in the scene!", gameObject); Destroy(this); } }
void Awake() { m_schemeLookup = new Dictionary <string, ControlScheme>(); playerSchemes = new ControlScheme[numPlayers]; ScanService.OnAwake(); GamepadHandler.OnAwake(); }
void Update() { float unscaledDeltaTime = Time.unscaledDeltaTime; GamepadHandler.OnUpdate(unscaledDeltaTime); for (int i = 0; i < m_controlSchemes.Count; i++) { m_controlSchemes[i].Update(unscaledDeltaTime); } ScanService.Update(Time.unscaledTime, KeyCode.Escape, 5.0f, numPlayers); }
protected override void Awake() { base.Awake(); m_schemeLookup = new Dictionary <string, ControlScheme>(); playerSchemes = new ControlScheme[numPlayers]; ScanService.OnAwake(); GamepadHandler.OnAwake(); // try and load custom runtime bindings if (!LoadCustomSchemes()) { Debug.Log("Couldnt find custom control bindings, loading defaults..."); LoadDefaultSchemes(); } }
void Update() { float unscaledDeltaTime = Time.unscaledDeltaTime; GamepadHandler.OnUpdate(unscaledDeltaTime); updatedSchemes.Clear(); for (int i = 0; i < playerSchemes.Length; i++) { if (playerSchemes[i] != null) { if (!updatedSchemes.Contains(playerSchemes[i])) { playerSchemes[i].Update(unscaledDeltaTime); updatedSchemes.Add(playerSchemes[i]); } } } ScanService.Update(Time.unscaledTime, KeyCode.Escape, 5.0f, numPlayers); }