/** 更新。インプットシステム。ゲームパッド。パッドトリガー。 */ private bool Main_InputSystem_GamePad_PadTrigger(ref Pad_Status a_pad_status) { #if (USE_DEF_FEE_INPUTSYSTEM) { UnityEngine_InputSystem.Gamepad t_gamepad = this.GetPadDevice(a_pad_status.pad_index); if (t_gamepad != null) { //デバイス。 bool t_l_1 = t_gamepad.leftShoulder.isPressed; bool t_r_1 = t_gamepad.rightShoulder.isPressed; float t_l_2 = t_gamepad.leftTrigger.ReadValue(); float t_r_2 = t_gamepad.rightTrigger.ReadValue(); //設定。 a_pad_status.l_trigger_1.Set(t_l_1 & this.is_focus); a_pad_status.r_trigger_1.Set(t_r_1 & this.is_focus); if (this.is_focus == true) { a_pad_status.l_trigger_2.Set(t_l_2); a_pad_status.r_trigger_2.Set(t_r_2); } else { a_pad_status.l_trigger_2.Set(0.0f); a_pad_status.r_trigger_2.Set(0.0f); } return(true); } } #endif return(false); }
/** 更新。インプットシステム。ゲームパッド。パッドモーター。 */ private bool Main_InputSystem_GamePad_PadMotor(ref Pad_Status a_pad_status) { #if (USE_DEF_FEE_INPUTSYSTEM) { UnityEngine_InputSystem.Gamepad t_gamepad = this.GetPadDevice(a_pad_status.pad_index); if (t_gamepad != null) { float t_value_low = a_pad_status.moter_low.GetValue(); float t_value_high = a_pad_status.moter_high.GetValue(); float t_raw_value_low = a_pad_status.moter_low.GetRawValue(); float t_raw_value_high = a_pad_status.moter_high.GetRawValue(); { a_pad_status.moter_low.SetRawValue(t_value_low); a_pad_status.moter_high.SetRawValue(t_value_high); t_gamepad.SetMotorSpeeds(t_value_low, t_value_high); } return(true); } } #endif return(false); }
/** 更新。インプットシステム。デバイスリスト。 */ private void Main_InputSystem_UpdateDeviceList() { #if (USE_DEF_FEE_INPUTSYSTEM) { this.paddevice_list.Clear(); foreach (UnityEngine_InputSystem.InputDevice t_device in UnityEngine_InputSystem.InputSystem.devices) { UnityEngine_InputSystem.Gamepad t_gamepad = t_device as UnityEngine_InputSystem.Gamepad; if (t_gamepad != null) { this.paddevice_list.Add(t_gamepad); } } this.paddevice_list.Sort((UnityEngine_InputSystem.Gamepad a_test, UnityEngine_InputSystem.Gamepad a_target) => { int t_ret = a_test.deviceId - a_target.deviceId; if (t_ret == 0) { t_ret = a_test.GetHashCode() - a_target.GetHashCode(); } return(t_ret); }); } #endif }
/** [シングルトン]削除。 */ private void Delete() { #if (USE_DEF_FEE_INPUTSYSTEM) { foreach (UnityEngine_InputSystem.InputDevice t_device in UnityEngine_InputSystem.InputSystem.devices) { UnityEngine_InputSystem.Gamepad t_gamepad = t_device as UnityEngine_InputSystem.Gamepad; if (t_gamepad != null) { t_gamepad.SetMotorSpeeds(0.0f, 0.0f); } } } #endif }
/** 更新。インプットシステム。ゲームパッド。パッドスティック。 */ private bool Main_InputSystem_GamePad_PadStick(ref Pad_Status a_pad_status) { #if (USE_DEF_FEE_INPUTSYSTEM) { UnityEngine_InputSystem.Gamepad t_gamepad = this.GetPadDevice(a_pad_status.pad_index); if (t_gamepad != null) { //デバイス。 float t_l_x = t_gamepad.leftStick.x.ReadValue(); float t_l_y = t_gamepad.leftStick.y.ReadValue(); float t_r_x = t_gamepad.rightStick.x.ReadValue(); float t_r_y = t_gamepad.rightStick.y.ReadValue(); bool t_l_on = t_gamepad.leftStickButton.isPressed; bool t_r_on = t_gamepad.rightStickButton.isPressed; //設定。 if (this.is_focus == true) { a_pad_status.l_stick.Set(t_l_x, t_l_y); a_pad_status.r_stick.Set(t_r_x, t_r_y); } else { a_pad_status.l_stick.Set(0.0f, 0.0f); a_pad_status.r_stick.Set(0.0f, 0.0f); } a_pad_status.l_stick_button.Set(t_l_on & this.is_focus); a_pad_status.r_stick_button.Set(t_r_on & this.is_focus); //devicename a_pad_status.devicename = t_gamepad.displayName; return(true); } } #endif return(false); }
/** 更新。インプットシステム。ゲームパッド。パッドデジタルボタン。 */ private bool Main_InputSystem_GamePad_PadDigitalButton(ref Pad_Status a_pad_status) { #if (USE_DEF_FEE_INPUTSYSTEM) { UnityEngine_InputSystem.Gamepad t_gamepad = this.GetPadDevice(a_pad_status.pad_index); if (t_gamepad != null) { //デバイス。 bool t_left_on = t_gamepad.dpad.left.isPressed; bool t_right_on = t_gamepad.dpad.right.isPressed; bool t_up_on = t_gamepad.dpad.up.isPressed; bool t_down_on = t_gamepad.dpad.down.isPressed; bool t_enter_on = t_gamepad.buttonEast.isPressed; bool t_escape_on = t_gamepad.buttonSouth.isPressed; bool t_sub1_on = t_gamepad.buttonNorth.isPressed; bool t_sub2_on = t_gamepad.buttonWest.isPressed; bool t_left_menu_on = t_gamepad.selectButton.isPressed; bool t_right_menu_on = t_gamepad.startButton.isPressed; //設定。 a_pad_status.left.Set(t_left_on & this.is_focus); a_pad_status.right.Set(t_right_on & this.is_focus); a_pad_status.up.Set(t_up_on & this.is_focus); a_pad_status.down.Set(t_down_on & this.is_focus); a_pad_status.enter.Set(t_enter_on & this.is_focus); a_pad_status.escape.Set(t_escape_on & this.is_focus); a_pad_status.sub1.Set(t_sub1_on & this.is_focus); a_pad_status.sub2.Set(t_sub2_on & this.is_focus); a_pad_status.left_menu.Set(t_left_menu_on & this.is_focus); a_pad_status.right_menu.Set(t_right_menu_on & this.is_focus); return(true); } } #endif return(false); }
public override void MakeCurrent() { base.MakeCurrent(); current = this; }