private void SetInputDevice(InputDevice inpuDevice) { _inputDevice = inpuDevice; if (inpuDevice == InputDevice.Joystick) { #if UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 Cursor.visible = false; #else Screen.showCursor = false; #endif InputManager.SetInputConfiguration(_joystickConfiguration); #if UNITY_EDITOR Debug.Log("Current Input Device: Joystick"); #endif } else { #if UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 Cursor.visible = true; #else Screen.showCursor = true; #endif InputManager.SetInputConfiguration(_keyboardConfiguration); #if UNITY_EDITOR Debug.Log("Current Input Device: KeyboardAndMouse"); #endif } InputManager.ResetInputAxes(); RaiseInputDeviceChangedEvent(); }
private void SetInputDevice(InputDevice inpuDevice) { _inputDevice = inpuDevice; if (inpuDevice == InputDevice.Joystick) { Cursor.visible = false; InputManager.SetInputConfiguration(_joystickConfiguration); #if UNITY_EDITOR //Debug.Log("Current Input Device: Joystick"); #endif } else { Cursor.visible = true; InputManager.SetInputConfiguration(_keyboardConfiguration); #if UNITY_EDITOR //Debug.Log("Current Input Device: KeyboardAndMouse"); #endif } InputManager.ResetInputAxes(); RaiseInputDeviceChangedEvent(); }
public static void ResetInputAxes() { InputManager.ResetInputConfiguration(PlayerID.One); InputManager.ResetInputAxes(); }
public static void ResetInputAxes() { InputManager.ResetInputAxes(); }