private void SelectAxis(int index) { if (index < 0 || index >= axisButtons.Count) { return; } if (axisButtons[index] == null) { return; } axisButtons[index].interactable = false; // disable this axis #if UNITY_5_3_PLUS // Unity changed the system so when interactible is set to false, // the Selectable is immediately deselected. axisButtons[index].Select(); // force select after Unity deselects it #endif // Enable other axes for (int i = 0; i < axisButtons.Count; i++) { if (i == index) { continue; } axisButtons[i].interactable = true; } selectedAxis = index; origSelectedAxisCalibrationData = axisCalibration.GetData(); SetMinSensitivity(); }
public AxisCalibrator(Joystick joystick, int axisIndex) { this.data = new AxisCalibrationData(); this.joystick = joystick; this.axisIndex = axisIndex; if (joystick != null && axisIndex >= 0 && joystick.axisCount > axisIndex) { axis = joystick.Axes[axisIndex]; data = joystick.calibrationMap.GetAxis(axisIndex).GetData(); } firstRun = true; }
private void SelectAxis(int index) { if (index < 0 || index >= this.axisButtons.Count || Object.op_Equality((Object)this.axisButtons[index], (Object)null)) { return; } ((Selectable)this.axisButtons[index]).set_interactable(false); ((Selectable)this.axisButtons[index]).Select(); for (int index1 = 0; index1 < this.axisButtons.Count; ++index1) { if (index1 != index) { ((Selectable)this.axisButtons[index1]).set_interactable(true); } } this.selectedAxis = index; this.origSelectedAxisCalibrationData = this.axisCalibration.GetData(); this.SetMinSensitivity(); }
private void SelectAxis(int index) { if (index < 0 || index >= this.axisButtons.Count) { return; } if (this.axisButtons[index] == null) { return; } this.axisButtons[index].interactable = false; for (int i = 0; i < this.axisButtons.Count; i++) { if (i != index) { this.axisButtons[i].interactable = true; } } this.selectedAxis = index; this.origSelectedAxisCalibrationData = this.axisCalibration.GetData(); this.SetMinSensitivity(); }
private void SelectAxis(int index) { if (index < 0 || index >= axisButtons.Count) { return; } if (axisButtons[index] == null) { return; } axisButtons[index].interactable = false; // disable this axis // Enable other axes for (int i = 0; i < axisButtons.Count; i++) { if (i == index) { continue; } axisButtons[i].interactable = true; } selectedAxis = index; origSelectedAxisCalibrationData = axisCalibration.GetData(); SetMinSensitivity(); }
private void SelectAxis(int index) { if(index < 0 || index >= axisButtons.Count) return; if(axisButtons[index] == null) return; axisButtons[index].interactable = false; // disable this axis // Enable other axes for(int i = 0; i < axisButtons.Count; i++) { if(i == index) continue; axisButtons[i].interactable = true; } selectedAxis = index; origSelectedAxisCalibrationData = axisCalibration.GetData(); SetMinSensitivity(); }
private void SelectAxis(int index) { if(index < 0 || index >= axisButtons.Count) return; if(axisButtons[index] == null) return; axisButtons[index].interactable = false; // disable this axis #if UNITY_5_3_OR_NEWER // Unity changed the system so when interactible is set to false, // the Selectable is immediately deselected. axisButtons[index].Select(); // force select after Unity deselects it #endif // Enable other axes for(int i = 0; i < axisButtons.Count; i++) { if(i == index) continue; axisButtons[i].interactable = true; } selectedAxis = index; origSelectedAxisCalibrationData = axisCalibration.GetData(); SetMinSensitivity(); }