private void Initialize() { gamepad = GetComponent <Fyo.SocketGamepad>(); // Find the controller we want to manage Player player = ReInput.players.GetPlayer(playerId); // get the player controller = player.controllers.GetControllerWithTag <CustomController>(controllerTag); // get the controller if (controller == null) { Debug.LogError("A matching controller was not found for tag \"" + controllerTag + "\""); } // Callback Update Method: // Set callbacks to retrieve current element values. // This is a different way of updating the element values in the controller. // You set an update function for axes and buttons and these functions will be called // to retrieve the current source element values on every update loop in which input is updated. if (controller != null) { controller.SetAxisUpdateCallback(GetAxisValueCallback); controller.SetButtonUpdateCallback(GetButtonValueCallback); } initialized = true; }
void Start() { player = ReInput.players.GetPlayer(playerId); for (int i = 0; i < player.controllers.customControllerCount; i++) { CustomController controller = player.controllers.CustomControllers[i]; if (controller.hardwareName == controllerId) { controller.SetAxisUpdateCallback(GetAxisInfo); controller.SetButtonUpdateCallback(GetButtonInfo); } } }
private void Initialize() { // Subscribe to the input source update event so we can update our source element data before controllers are updated ReInput.InputSourceUpdateEvent += OnInputSourceUpdate; // Get the touch controls joysticks = GetComponentsInChildren <TouchJoystickExample>(); buttons = GetComponentsInChildren <TouchButtonExample>(); // Get expected element counts axisCount = joysticks.Length * 2; // 2 axes per stick buttonCount = buttons.Length; // Set up arrays to store our current source element values axisValues = new float[axisCount]; buttonValues = new bool[buttonCount]; // Find the controller we want to manage Player player = ReInput.players.GetPlayer(playerId); // get the player controller = player.controllers.GetControllerWithTag <CustomController>(controllerTag); // get the controller if (controller == null) { Debug.LogError("A matching controller was not found for tag \"" + controllerTag + "\""); } // Verify controller has the number of elements we're expecting if (controller.buttonCount != buttonValues.Length || controller.axisCount != axisValues.Length) { // controller has wrong number of elements Debug.LogError("Controller has wrong number of elements!"); } // Callback Update Method: // Set callbacks to retrieve current element values. // This is a different way of updating the element values in the controller. // You set an update function for axes and buttons and these functions will be called // to retrieve the current source element values on every update loop in which input is updated. if (useUpdateCallbacks && controller != null) { controller.SetAxisUpdateCallback(GetAxisValueCallback); controller.SetButtonUpdateCallback(GetButtonValueCallback); } initialized = true; }
private void Initialize() { // Subscribe to the input source update event so we can update our source element data before controllers are updated ReInput.InputSourceUpdateEvent += OnInputSourceUpdate; // Get the touch controller touchController = GetComponent<Demos.TouchControllerExample>(); // Get expected element counts axisCount = touchController.joysticks.Length * 2; // 2 axes per stick buttonCount = touchController.buttons.Length; // Set up arrays to store our current source element values axisValues = new float[axisCount]; buttonValues = new bool[buttonCount]; // Find the controller we want to manage Player player = ReInput.players.GetPlayer(playerId); // get the player controller = player.controllers.GetControllerWithTag<CustomController>(controllerTag); // get the controller if(controller == null) { Debug.LogError("A matching controller was not found for tag \"" + controllerTag + "\""); } // Verify controller has the number of elements we're expecting if(controller.buttonCount != buttonValues.Length || controller.axisCount != axisValues.Length) { // controller has wrong number of elements Debug.LogError("Controller has wrong number of elements!"); } // Callback Update Method: // Set callbacks to retrieve current element values. // This is a different way of updating the element values in the controller. // You set an update function for axes and buttons and these functions will be called // to retrieve the current source element values on every update loop in which input is updated. if(useUpdateCallbacks && controller != null) { controller.SetAxisUpdateCallback(GetAxisValueCallback); controller.SetButtonUpdateCallback(GetButtonValueCallback); } initialized = true; }
void Start() { if (ReInput.players == null || ReInput.players.playerCount <= 0) { return; } player = ReInput.players.GetPlayer(playerId); if (player == null) { return; } for (int i = 0; i < player.controllers.customControllerCount; i++) { CustomController controller = player.controllers.CustomControllers[i]; // Debug.Log("Controller:"+ controller.hardwareName); if (controller.hardwareName == controllerId) { controller.SetAxisUpdateCallback(GetAxisInfo); controller.SetButtonUpdateCallback(GetButtonInfo); // Debug.Log("Hey mon ami"); } } }