private void OnInputDeviceChange(InputUser user, InputUserChange change, InputDevice device) { if (change == InputUserChange.ControlSchemeChanged) { _uiInstance.ToggleInputIcon(playerInputVar.currentControlScheme); } }
private static void Notify(IInputUser user, InputUserChange change) { for (var i = 0; i < s_OnChange.length; ++i) { s_OnChange[i](user, change); } }
private void OnChange(InputUser user, InputUserChange change, InputDevice device) { if (change == InputUserChange.DevicePaired) { UpdateDevice(device); } }
void onInputDeviceChange(InputUser user, InputUserChange change, InputDevice device) { // user changed devices, set new sprite for advance icon if (change == InputUserChange.ControlSchemeChanged) { SetIconsForCurrentControlScheme(playerInput.currentControlScheme); } }
void onInputDeviceChange(InputUser user, InputUserChange change, InputDevice device) { if (change == InputUserChange.ControlSchemeChanged) { controlScheme = (InputControlScheme)user.controlScheme; Debug.Log("Scheme changed to " + controlScheme.name); } }
private void OnInputUserChanged(InputUser arg1, InputUserChange arg2, InputDevice arg3) { if (arg2 == InputUserChange.ControlsChanged) { CurrentInputDevice = arg1.controlScheme.Value.name == "Gamepad" ? InputDeviceType.GAMEPAD : InputDeviceType.KEYBOARD; OnInputDeviceChanged?.Invoke(obj: CurrentInputDevice); } }
internal void DeviceChanged(InputUser user, InputUserChange change, InputDevice device) { // print($"DeviceChanged event triggered: {change}"); if (change == InputUserChange.ControlsChanged || change == InputUserChange.ControlSchemeChanged || change == InputUserChange.DevicePaired) { InputHintManager.textMeshes.ForEach((textMesh) => textMesh.Refresh()); } }
private void OnDeviceChanged(InputUser user, InputUserChange change, InputDevice device) { if (change.ToString() == "DevicePaired" && device != null) { _deviceUsing = device.name; Debug.Log("USING: " + _deviceUsing); } //PS4 "DualShock4GamepadHID" //PC: "Keyboard" or "Mouse" }
private void OnControlsChanged(InputUser user, InputUserChange change, InputDevice device) { if (change == InputUserChange.DevicePaired) { var playerId = _users.ToList().IndexOf(user); _gamepads[playerId] = device as Gamepad; } else if (change == InputUserChange.DeviceUnpaired) { var playerId = _users.ToList().IndexOf(user); _gamepads[playerId] = null; } }
private void InputUserOnOnChange(InputUser user, InputUserChange change, InputDevice device) { Debug.LogFormat("Input changed: event:{0}, device:{1}", change, device != null ? device.name : "null"); if (change == InputUserChange.DevicePaired) { // var player = _users.ToList().IndexOf(user); Debug.LogFormat("Device paired, user: {0}", user.id); } else if (change == InputUserChange.DeviceUnpaired) { Debug.LogFormat("Device unpaired for user: {0}", user.id); } }
private void onInputDeviceChange(InputUser user, InputUserChange change, InputDevice device) { if (change == InputUserChange.ControlSchemeChanged) { Debug.Log(user.controlScheme.Value.name.ToString()); switch (user.controlScheme.Value.name) { case "Keyboard+Mouse": InputSettings.Instance.Scheme = InputSettings.ControlScheme.KeyboardMouse; Cursor.lockState = CursorLockMode.Confined; break; case "Gamepad": InputSettings.Instance.Scheme = InputSettings.ControlScheme.Gamepad; Cursor.lockState = CursorLockMode.Locked; break; } } }
public void OnControlsChanged(InputUser user, InputUserChange change, InputDevice device) { /*if (change == InputUserChange.DevicePaired) * { * var playerId = players.ToList().IndexOf(user); * Debug.Log(playerId); * if (device is Gamepad) * { * controllers[playerId].pad = device as Gamepad; * } * else if (device is Keyboard) * { * controllers[playerId].key = device as Keyboard; * } * } * else if (change == InputUserChange.DeviceUnpaired) * { * var playerId = players.ToList().IndexOf(user); * controllers[playerId].key = null; * controllers[playerId].pad = null; * }*/ }
static void OnInputDeviceChange(InputUser user, InputUserChange change, InputDevice device) { if (device is null || change != InputUserChange.DevicePaired || LockDeviceSwap) { return; } SetDeviceName(device.name); if (IsPCDevice(device.name)) { if (!PCLayout) //No need to call unnecessary events if the layout still the same { PCLayout = true; onInputDeviceChangedDelegate?.Invoke(); } return; } PCLayout = false; onInputDeviceChangedDelegate?.Invoke(); }
public UserChange(InputUser user, InputUserChange change, InputDevice device = null) { this.user = user; this.change = change; this.device = device; }
private void OnUserChange(InputUser user, InputUserChange change, InputDevice device) { Repaint(); }
/// <summary> /// Called when there's a change in the input user setup in the system. /// </summary> /// <param name="user"></param> /// <param name="change"></param> /// <param name="device"></param> private void OnUserChange(InputUser user, InputUserChange change, InputDevice device) { var player = FindPlayerControllerForUser(user); switch (change) { // A player has switched accounts. This will only happen on platforms that have user account // management (PS4, Xbox, Switch). On PS4, for example, this can happen at any time by the // player pressing the PS4 button and switching accounts. We simply update the information // we display for the player's active user account. case InputUserChange.AccountChanged: { if (player != null) { player.OnUserAccountChanged(); } break; } // If the user has canceled account selection, we remove the user if there's no devices // already paired to it. This usually happens when a player initiates a join on a device on // Xbox or Switch, has the account picker come up, but then cancels instead of making an // account selection. In this case, we want to cancel the join. // NOTE: We are only adding DemoPlayerControllers once device pairing is complete case InputUserChange.AccountSelectionCanceled: { if (user.pairedDevices.Count == 0) { Debug.Assert(FindPlayerControllerForUser(user) == null); user.UnpairDevicesAndRemoveUser(); } break; } // An InputUser gained a new device. If we're in the lobby and don't yet have a player // for the user, it means a new player has joined. We don't join players until they have // a device paired to them which is why we ignore InputUserChange.Added and only react // to InputUserChange.DevicePaired instead. case InputUserChange.DevicePaired: { if (state == State.InLobby && player == null) { OnPlayerJoins(user); } else if (player != null) { player.OnDevicesOrBindingsHaveChanged(); } break; } // Some player ran out of battery or unplugged a wired device. case InputUserChange.DeviceLost: { Debug.Assert(player != null); player.OnDeviceLost(); ////REVIEW: should we unjoin a user when losing devices in the lobby? ////TODO: we need a way for other players to be able to resolve the situation // If we're currently in-game, we pause the game until the player has re-gained control. if (isInGame) { PauseGame(); } break; } // Some player has customized controls or had previously customized controls loaded. case InputUserChange.BindingsChanged: { player.OnDevicesOrBindingsHaveChanged(); break; } } }