public bool ButtonReleasedRightNow(ButtonsToPress button) { if (!state.IsConnected) { return(false); } switch (button) { case ButtonsToPress.A: return(this.state.Buttons.A == ButtonState.Released && this.previousState.Buttons.A == ButtonState.Pressed); break; case ButtonsToPress.B: return(this.state.Buttons.B == ButtonState.Released && this.previousState.Buttons.B == ButtonState.Pressed); break; case ButtonsToPress.X: return(this.state.Buttons.X == ButtonState.Released && this.previousState.Buttons.X == ButtonState.Pressed); break; case ButtonsToPress.Y: return(this.state.Buttons.Y == ButtonState.Released && this.previousState.Buttons.Y == ButtonState.Pressed); break; default: return(false); } }
public bool ButtonPressedRightNow(ButtonsToPress button) { if (!state.IsConnected) return false; switch (button) { case ButtonsToPress.A: return this.state.Buttons.A == ButtonState.Pressed && this.previousState.Buttons.A == ButtonState.Released; break; case ButtonsToPress.B: return this.state.Buttons.B == ButtonState.Pressed && this.previousState.Buttons.B == ButtonState.Released; break; case ButtonsToPress.X: return this.state.Buttons.X == ButtonState.Pressed && this.previousState.Buttons.X == ButtonState.Released; break; case ButtonsToPress.Y: return this.state.Buttons.Y == ButtonState.Pressed && this.previousState.Buttons.Y == ButtonState.Released; break; case ButtonsToPress.LB: return this.state.Buttons.LeftShoulder == ButtonState.Pressed && this.previousState.Buttons.LeftShoulder == ButtonState.Released; break; case ButtonsToPress.RB: return this.state.Buttons.RightShoulder == ButtonState.Pressed && this.previousState.Buttons.RightShoulder == ButtonState.Released; break; case ButtonsToPress.LT: return this.state.Triggers.Left > 0.1f && this.previousState.Triggers.Left < 0.1f; break; case ButtonsToPress.RT: return this.state.Triggers.Right > 0.1f && this.previousState.Triggers.Right < 0.1f; break; case ButtonsToPress.Start: return this.state.Buttons.Start == ButtonState.Pressed && this.previousState.Buttons.Start == ButtonState.Released; break; case ButtonsToPress.Select: return this.state.Buttons.Back == ButtonState.Pressed && this.previousState.Buttons.Back == ButtonState.Released; break; default: return false; } }
public virtual void StartRumble(int patternToUse) { this.pattern = (ButtonsToPress)patternToUse; if (patternToUse == 4) // random { System.Random random = new System.Random(); this.pattern = (ButtonsToPress)random.Next(0, 4); } manager.RumblingRightNow = true; manager.ReadyToGetInput = true; //manager.ReadyToGetInputPreTime = true; }
public bool ButtonReleasedRightNow(ButtonsToPress button) { if (!state.IsConnected) return false; switch (button) { case ButtonsToPress.A: return this.state.Buttons.A == ButtonState.Released && this.previousState.Buttons.A == ButtonState.Pressed; break; case ButtonsToPress.B: return this.state.Buttons.B == ButtonState.Released && this.previousState.Buttons.B == ButtonState.Pressed; break; case ButtonsToPress.X: return this.state.Buttons.X == ButtonState.Released && this.previousState.Buttons.X == ButtonState.Pressed; break; case ButtonsToPress.Y: return this.state.Buttons.Y == ButtonState.Released && this.previousState.Buttons.Y == ButtonState.Pressed; break; default: return false; } }
public bool ButtonPressedRightNow(ButtonsToPress button) { if (!state.IsConnected) { return(false); } switch (button) { case ButtonsToPress.A: return(this.state.Buttons.A == ButtonState.Pressed && this.previousState.Buttons.A == ButtonState.Released); break; case ButtonsToPress.B: return(this.state.Buttons.B == ButtonState.Pressed && this.previousState.Buttons.B == ButtonState.Released); break; case ButtonsToPress.X: return(this.state.Buttons.X == ButtonState.Pressed && this.previousState.Buttons.X == ButtonState.Released); break; case ButtonsToPress.Y: return(this.state.Buttons.Y == ButtonState.Pressed && this.previousState.Buttons.Y == ButtonState.Released); break; case ButtonsToPress.LB: return(this.state.Buttons.LeftShoulder == ButtonState.Pressed && this.previousState.Buttons.LeftShoulder == ButtonState.Released); break; case ButtonsToPress.RB: return(this.state.Buttons.RightShoulder == ButtonState.Pressed && this.previousState.Buttons.RightShoulder == ButtonState.Released); break; case ButtonsToPress.LT: return(this.state.Triggers.Left > 0.1f && this.previousState.Triggers.Left < 0.1f); break; case ButtonsToPress.RT: return(this.state.Triggers.Right > 0.1f && this.previousState.Triggers.Right < 0.1f); break; case ButtonsToPress.Start: return(this.state.Buttons.Start == ButtonState.Pressed && this.previousState.Buttons.Start == ButtonState.Released); break; case ButtonsToPress.Select: return(this.state.Buttons.Back == ButtonState.Pressed && this.previousState.Buttons.Back == ButtonState.Released); break; default: return(false); } }