public void RegisterNewInput(UnityEngine.InputSystem.Controls.ButtonControl button) { if (button.wasPressedThisFrame) { nextInput = buttonString[button]; UpdateCurrentComboUI(); } }
State ToState(UnityEngine.InputSystem.Controls.ButtonControl control) { var state = new State(); state.value = control.ReadValue(); state.wasPressed = control.wasPressedThisFrame; state.wasReleased = control.wasReleasedThisFrame; return(state); }
protected override void FinishSetup(InputDeviceBuilder builder) { if (builder == null) { throw new ArgumentNullException(nameof(builder)); } up = builder.GetControl <ButtonControl>(this, "up"); down = builder.GetControl <ButtonControl>(this, "down"); left = builder.GetControl <ButtonControl>(this, "left"); right = builder.GetControl <ButtonControl>(this, "right"); base.FinishSetup(builder); }
//needs to enforce layout/format protected override void FinishSetup(InputDeviceBuilder builder) { touchId = builder.GetControl <IntegerControl>(this, "touchId"); position = builder.GetControl <Vector2Control>(this, "position"); delta = builder.GetControl <Vector2Control>(this, "delta"); pressure = builder.GetControl <AxisControl>(this, "pressure"); radius = builder.GetControl <Vector2Control>(this, "radius"); phase = builder.GetControl <PointerPhaseControl>(this, "phase"); displayIndex = builder.GetControl <IntegerControl>(this, "displayIndex"); indirectTouch = builder.GetControl <ButtonControl>(this, "indirectTouch"); base.FinishSetup(builder); }