示例#1
0
        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();
        }
示例#2
0
 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;
 }
示例#3
0
 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();
 }
示例#4
0
 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();
 }
示例#7
0
        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();
        }