protected override void Awake() { base.Awake(); currentUpdateAction = UpdatePlayers; _primaryInputPlayer = AddPlayer(); if (playerCount > 1) { for (int i = 1; i < playerCount; i++) { AddPlayer(); } } string[] names = Input.GetJoystickNames(); for (int i = 0; i < names.Length; ++i) { Debug.Log(names[i]); } if (checkEngagementOnStart) { StartEngagement(true); } }
private void Poll(InputPlayer player, InputEventPollingType pollingType) { InputReceiver receiver = _receivers[player]; if (receiver == null) { return; } Rewired.Player rePlayer = ReInput.players.GetPlayer((int)receiver.InputPlayer); foreach (var action in ReInput.mapping.Actions) { if (rePlayer.GetButtonDown(action.id)) { _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Down)); } if (rePlayer.GetButtonUp(action.id)) { _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Up)); } if (rePlayer.GetButton(action.id)) { _receivers[player]?.ReceiveButtonEvent(new InputActionEvent(action.id, pollingType, InputEventType.Hold)); } _receivers[player]?.ReceiveAxisEvent(rePlayer.GetAxis(action.id), new InputAxisEvent(action.id, pollingType)); } }
public InputPlayer AddPlayer() { InputPlayer newPlayer = new InputPlayer(); players.Add(newPlayer); return(newPlayer); }
// Start is called before the first frame update void Start() { inputPlayer = GetComponent <InputPlayer>(); rgb2D = GetComponent <Rigidbody2D>(); _transform = GetComponent <Transform>(); _anim = GetComponent <Animator>(); _sprite = GetComponent <SpriteRenderer>(); RunHashCode = Animator.StringToHash("IsRun"); attacker = GetComponent <Attacker>(); salud = GetComponent <Salud>(); experienceLevel = GetComponent <ExperienceLevel>(); //Inicializar texto de paneles PanelAttribute.Instance.UpdateTextAtributte(attributePlayer, salud, experienceLevel); _skill = GetComponent <Skill>(); _trailRenderer = GetComponent <TrailRenderer>(); _trailRenderer.enabled = false; soundFoot = GetComponentInChildren <SoundFoot>(); }
private void Awake() { controls = new InputPlayer(); animatorPlayer = GetComponent <Animator>(); controller = GetComponent <CharacterController>(); objectGripped = transform.GetChild(0); }
private void Awake() { movementPlayer = GetComponent <MovementPlayer>(); controls = new InputPlayer(); controls.Player.Movement.performed += ctx => movementPlayer.direction = ctx.ReadValue <Vector2>(); }
public override void Interact(InputPlayer inputPlayer) { inputPlayer.HelpingText.text = "Change timer [" + inputPlayer._getItemKey + ']'; if (Input.GetKeyDown(inputPlayer._getItemKey)) { inputPlayer.DunamiteFieldCs.gameObject.SetActive(true); inputPlayer.DunamiteFieldCs.GetDunamite(MyDunamite); } }
// Use this for initialization void Start() { m_InputPlayer = GetComponent <InputPlayer>(); m_Transform = GetComponent <Transform>(); m_RigidBody2D = GetComponent <Rigidbody2D>(); m_Animator = GetComponent <Animator>(); m_Attacker = GetComponent <Attacker>(); movingHashCode = Animator.StringToHash("moving"); }
// Start is called before the first frame update void Start() { // Le agregamos el metodo InputPlayer como componente a nuestro objeto // inputJugador inputJugador = GetComponent <InputPlayer>(); // Se hace lo mismo con Transform transformada = GetComponent <Transform>(); rb = GetComponent <Rigidbody2D>(); }
public static float GetAxis(string aName, InputPlayer aPlayer) { if (instance == null) { missingInputManager(); return 0.0f; } return instance.internal_GetAxis(aName, aPlayer); }
public static bool GetButtonUp(string aName, InputPlayer aPlayer) { if (instance == null) { missingInputManager(); return false; } return instance.internal_GetButtonUp(aName, aPlayer); }
// Start is called before the first frame update void Start() { inputJugador = GetComponent <InputPlayer>(); transformada = GetComponent <Transform>(); miRigidbody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); miSprite = GetComponent <SpriteRenderer>(); correrHashCode = Animator.StringToHash("Corriendo"); }
// Start is called before the first frame update void Start() { miSprite = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); inputJugador = GetComponent <InputPlayer>(); trans = GetComponent <Transform>(); atacante = GetComponent <Atacante>(); rigid2D = GetComponent <Rigidbody2D>(); }
// Start is called before the first frame update void Start() { playerInput = GetComponent <InputPlayer>(); playerTransform = GetComponent <Transform>(); playerRigidBody = GetComponent <Rigidbody2D>(); // Configurar Animación playerAnimator = GetComponent <Animator>(); playerSprite = GetComponent <SpriteRenderer>(); }
// Use this for initialization void Start() { inputPlayer = GetComponent <InputPlayer>(); transform = GetComponent <Transform>(); rigidBody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); isRunningHashCode = Animator.StringToHash("Running"); }
// Start is called before the first frame update void Start() { atacante = GetComponent <Atacante>(); atributosJugador = GetComponent <Atributos>(); inputJugador = GetComponent <InputPlayer>(); // Buscará dentro del game object hasta encontarr un componente de tipo INputPlayer miRigidbody2D = GetComponent <Rigidbody2D>(); //RigidBody del GameObject animador = GetComponent <Animator>(); miSprite = GetComponent <SpriteRenderer>(); correrHashCode = Animator.StringToHash("Corriendo"); }
public void StopRumble(InputPlayer player) { InputReceiver receiver = _receivers[player]; if (receiver == null) { return; } ReInput.players.GetPlayer((int)receiver.InputPlayer).StopVibration(); }
void Start() { playerID = GameObject.FindGameObjectWithTag("Player").GetComponent <EntityID>().id; inputDialogue = GetComponent <InputDialogue>(); inputPlayer = GetComponent <InputPlayer>(); inputKnockback = GetComponent <InputKnockback>(); StartPlayerInput(); justSwitched = false; }
// Start is called before the first frame update void Start() { attacker = GetComponent <Attacker>(); inputPlayer = GetComponent <InputPlayer>(); transformed = GetComponent <Transform>(); myRigidBody2D = GetComponent <Rigidbody2D>(); myAnimator = GetComponent <Animator>(); mySprite = GetComponent <SpriteRenderer>(); xHashCode = Animator.StringToHash("X"); yHashCode = Animator.StringToHash("Y"); runningHashCode = Animator.StringToHash("Running"); attackingHashCode = Animator.StringToHash("Attacking"); }
// Use this for initialization void Start() { pies = GetComponentInChildren <Pies>(); trailRenderer = GetComponent <TrailRenderer>(); habilidad = GetComponent <Habilidad>(); nivelDeExperiencia = GetComponent <NivelDeExperiencia>(); salud = GetComponent <Salud>(); inputJugador = GetComponent <InputPlayer>(); miRigidbody2D = GetComponent <Rigidbody2D>(); //El rigidbody2d de este gameObject animator = GetComponent <Animator>(); miSprite = GetComponent <SpriteRenderer>(); atacante = GetComponent <Atacante>(); correrHashCode = Animator.StringToHash("Corriendo"); PanelAtributos.instance.ActualizarTextosAtributos(atributosJugador, salud, nivelDeExperiencia); }
/// <summary> /// Spawns the player gameObject on a free PlayerSpawn in the scene /// </summary> /// <param name="playerPrefab">The player prefab to spawn</param> /// <param name="inputPlayer">Sets the InputPlayer field on the InputReceiver of the player prefab (if applicable)</param> /// <param name="autoPossess">If true, looks for the InputReceiver component on the player and has the PlayerInputController possess it</param> /// <returns></returns> public GameObject SpawnPlayer(GameObject playerPrefab, InputPlayer inputPlayer = InputPlayer.P1, bool autoPossess = true) { Tuple <Vector3, Quaternion> spawn = GetBestPlayerSpawnLocationAndRotation(); Debug.AssertFormat(spawn != null, $"Failed to spawn player: no {nameof(PlayerSpawn)} found in the scene"); GameObject player = Instantiate(playerPrefab, spawn.Item1, spawn.Item2); InputReceiver inputReceiver = player.GetComponent <InputReceiver>(); inputReceiver.InputPlayer = inputPlayer; if (inputReceiver != null && autoPossess) { GameBase.Instance.PlayerInputController.Possess(inputReceiver); } return(player); }
void Start() { inputPlayers = new InputPlayer[MAX_PLAYERS]; for (int i = 0; i < inputPlayers.Length; i++) { var inputPlayer = new InputPlayer(); inputPlayer.PlayerActionSet = (i == 0) ? InputPlayerActions.CreateWithKeyboardBindings() : InputPlayerActions.CreateWithEmptyBindings(); inputPlayers[i] = inputPlayer; } LoadBindings(); WireTankEvents(); }
public void SetRumble(InputPlayer player, int motorIndex, float amount, float duration = 0.0f) { InputReceiver receiver = _receivers[player]; if (receiver == null) { return; } if (duration > 0.0f) { ReInput.players.GetPlayer((int)receiver.InputPlayer).SetVibration(motorIndex, amount, duration); } else { ReInput.players.GetPlayer((int)receiver.InputPlayer).SetVibration(motorIndex, amount); } }
InputBase GenerateInput(PlayerType type, int ID) { InputBase input; if (type == PlayerType.HUMAN) { input = new InputPlayer(); } else //if (type == PlayerType.AI) { input = new InputAI(); } input.Init(ID); input.SetActive(false); return(input); }
private void Awake() { _input = new InputPlayer(); _input.Player.MovementLeftRight.performed += ctx => MovementLeftRight(ctx); _input.Player.Jump.started += ctx => Jump(ctx); _input.Player.Jump.canceled += ctx => Jump(ctx); _input.Player.Shoot.performed += ctx => Shoot(ctx); _input.Player.Melee.performed += ctx => Melee(ctx); _input.Player.GrabWall.performed += ctx => GrabWall(ctx); _input.Player.Dash.performed += ctx => Dash(ctx); _input.Player.SwapWeapon.performed += ctx => SwapWeapon(ctx); timer = startTime; swapTime = totalSwapTime; _body = GetComponent <Rigidbody2D>(); _groundChecker1 = transform.Find("GroundChecker").GetComponent <GroundChecker>(); _groundChecker = transform.Find("GroundChecker").GetComponent <GroundChecker>(); _wallChecker = transform.Find("WallChecker").GetComponent <WallChecker>(); _weaponScript = gameObject.GetComponent <WeaponScript>(); }
protected override void AddedToScene() { base.AddedToScene(); string Font = "Fonts/Coalition", WinnerText = " Won the Game!"; int FontSize = 60; int order = 0; CCLabel Winner = new CCLabel(players[0].Name + WinnerText, Font, 70, CCLabelFormat.SpriteFont); Winner.Position = new CCPoint(VisibleBoundsWorldspace.MidX, VisibleBoundsWorldspace.MaxY - 100); Winner.Color = players[0].PlayerColor; AddChild(Winner); AddChild(new CCParticleFireworks(new CCPoint(300, 300))); AddChild(new CCParticleFireworks(new CCPoint(1620, 300))); foreach (Player p in players) { CCLabel Stats = new CCLabel(p.Name + " \t" + p.Points.ToString(), Font, FontSize, CCLabelFormat.SpriteFont); Stats.Position = new CCPoint(VisibleBoundsWorldspace.MidX, VisibleBoundsWorldspace.MaxY - 300 - 100 * order); Stats.Color = p.PlayerColor; AddChild(Stats); order++; } Button NewGame = new Button("Start new Game", new CCPoint(VisibleBoundsWorldspace.MidX, VisibleBoundsWorldspace.MinY + 100), Font, 70, this); NewGame.OnClicked += delegate { players = players.OrderBy(o => o.Name).ToList(); List <InputPlayer> inputplayers = new List <InputPlayer>(); foreach (Player p in players) { InputPlayer ip = new InputPlayer(); ip.Name = p.Name; ip.Color = p.PlayerColor; inputplayers.Add(ip); } MainActivity.SwitchToMenu(SceneIds.PlayMenu, inputplayers); }; m_buttons.Add(NewGame); }
public IInputPlayer AddPlayer(string playerId) { IInputPlayer result = null; foreach (var player in players) { if (player.Id == playerId) { result = player; break; } } if (result == null) { result = new InputPlayer(playerId); players.Add(result); } return(result); }
private void CheckPlayerEngagement(InputPlayer a_player) { if (!currentEngagmentStatus.KeyboardEngaged) { if (CheckKeyboardEngagement()) { EngagePlayer(a_player, EngagementType.Keyboard); return; } } if (currentEngagmentStatus.ControllersEngaged.Length > 0) { int id; if (CheckGamePadEngagement(out id)) { EngagePlayer(a_player, EngagementType.Controller, id); return; } } }
public PadHelper(InputPlayer player) { // we first need to figure out which pad we're dealing with // use the Visual Studio Express 'insert snippet' command to make adding switch statements even easier. switch (player) { case InputPlayer.One: m_Player = PlayerIndex.One; break; case InputPlayer.Two: m_Player = PlayerIndex.Two; break; case InputPlayer.Three: m_Player = PlayerIndex.Three; break; case InputPlayer.Four: m_Player = PlayerIndex.Four; break; default: m_Player = PlayerIndex.One; break; } // update our pad states now we know which pad we're dealing with m_OldState = GamePad.GetState(m_Player); m_NewState = GamePad.GetState(m_Player); m_NewAnalogDPad = new ButtonState[(int)InputDPad.Count]; m_PreviousAnalogDPad = new ButtonState[(int)InputDPad.Count]; for (int i = 0; i < (int)InputDPad.Count; i++) { m_NewAnalogDPad[i] = ButtonState.Released; m_PreviousAnalogDPad[i] = ButtonState.Released; } }
// Use this for initialization protected override void Awake() { enumID = GameFSMStates.MAINMENU; input = new InputPlayer(); input.Init(0); input.SetActive(true); EventManager.Subscribe <System.Enum>("OnChangeGameFSM", (nextState) => { bool isActive = nextState.ToString() == GameFSMStates.MAINMENU.ToString(); SetActive(isActive); }); input.SubscribeButtonDown(RewiredConsts.Action.Fire, () => { if (isActive) { Debug.Log("START GAME"); SetActive(false); EventManager.Invoke <GameFSMStates>(GameFSM.EVT_ON_CHANGE_GAME_STATE, GameFSMStates.GAMEPLAY); } }); }
private void Awake() { // #Critical // we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load. DontDestroyOnLoad(this.gameObject); //Instantiate UI if (PlayerUIPrefab != null) { playerInfo = GetComponent <PlayerInfo>(); PlayerUI _uiGo = Instantiate(PlayerUIPrefab); _uiGo.SendMessage("SetTarget", playerInfo, SendMessageOptions.RequireReceiver); } else { Debug.LogWarning("<Color=Red><a>Missing</a></Color> PlayerUiPrefab reference on player Prefab.", this); } // #Important // used in GameManager.cs: we keep track of the localPlayer instance to prevent instantiation when levels are synchronized if (!photonView.IsMine) { this.enabled = false; } PlayerManager.LocalPlayerInstance = this.gameObject; //Get local references rb = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); input = GetComponent <InputPlayer>(); if (Camera.main != null) { cameraFollow = Camera.main.GetComponent <CameraFollow>(); } runHashCode = Animator.StringToHash("Movement"); dashHashCode = Animator.StringToHash("Dash"); }
public override void Interact(InputPlayer inputPlayer) { inputPlayer.HelpingText.text = "Hold [" + inputPlayer._getItemKey + ']'; inputPlayer._holdSlider.localScale = new Vector2(_force * 0.1f, 1); //сила показывается слайдером inputPlayer.HoldSliderParent.SetActive(_force > 0.005f); // включаем если сила больше чем чуть чуть if (Input.GetMouseButton(2)) { if (_force < 10) { _force += Time.deltaTime; } } else { if (_force > 0) { _force -= Time.deltaTime; } } if (Input.GetKey(inputPlayer._getItemKey)) { inputPlayer.HoldObject(_myRb); } else { inputPlayer.CanHolding = true; inputPlayer.IsStartHold = true; _myRb.useGravity = true; _myRb.AddForce(inputPlayer.transform.forward * _force * 100); _force = 0; inputPlayer._holdSlider.localScale = new Vector2(_force * 0.1f, 1); inputPlayer.HoldSliderParent.SetActive(false); } }
/// <summary> /// Returns the correct keycode based on the name and the InputPlayer /// </summary> /// <param name="keyName"></param> /// <param name="aPlayer">The player whos code t o get</param> /// <returns></returns> public static KeyCode getGamepadButton(string keyName, InputPlayer aPlayer) { switch (aPlayer) { case InputPlayer.PLAYER_1: if (keyName == A) { return KeyCode.Joystick1Button0; } else if (keyName == B) { return KeyCode.Joystick1Button1; } else if (keyName == X) { return KeyCode.Joystick1Button2; } else if (keyName == Y) { return KeyCode.Joystick1Button3; } else if (keyName == LEFT_SHOULDER) { return KeyCode.Joystick1Button4; } else if (keyName == RIGHT_SHOULDER) { return KeyCode.Joystick1Button5; } else if (keyName == LEFT_STICK_IN) { return KeyCode.Joystick1Button8; } else if (keyName == RIGHT_STICK_IN) { return KeyCode.Joystick1Button9; } else if (keyName == BACK) { return KeyCode.Joystick1Button6; } else if (keyName == START) { return KeyCode.Joystick1Button7; } break; case InputPlayer.PLAYER_2: if (keyName == A) { return KeyCode.Joystick2Button0; } else if (keyName == B) { return KeyCode.Joystick2Button1; } else if (keyName == X) { return KeyCode.Joystick2Button2; } else if (keyName == Y) { return KeyCode.Joystick2Button3; } else if (keyName == LEFT_SHOULDER) { return KeyCode.Joystick2Button4; } else if (keyName == RIGHT_SHOULDER) { return KeyCode.Joystick2Button5; } else if (keyName == LEFT_STICK_IN) { return KeyCode.Joystick2Button8; } else if (keyName == RIGHT_STICK_IN) { return KeyCode.Joystick2Button9; } else if (keyName == BACK) { return KeyCode.Joystick2Button6; } else if (keyName == START) { return KeyCode.Joystick2Button7; } break; case InputPlayer.PLAYER_3: if (keyName == A) { return KeyCode.Joystick3Button0; } else if (keyName == B) { return KeyCode.Joystick3Button1; } else if (keyName == X) { return KeyCode.Joystick3Button2; } else if (keyName == Y) { return KeyCode.Joystick3Button3; } else if (keyName == LEFT_SHOULDER) { return KeyCode.Joystick3Button4; } else if (keyName == RIGHT_SHOULDER) { return KeyCode.Joystick3Button5; } else if (keyName == LEFT_STICK_IN) { return KeyCode.Joystick3Button8; } else if (keyName == RIGHT_STICK_IN) { return KeyCode.Joystick3Button9; } else if (keyName == BACK) { return KeyCode.Joystick3Button6; } else if (keyName == START) { return KeyCode.Joystick3Button7; } break; case InputPlayer.PLAYER_4: if (keyName == A) { return KeyCode.Joystick4Button0; } else if (keyName == B) { return KeyCode.Joystick4Button1; } else if (keyName == X) { return KeyCode.Joystick4Button2; } else if (keyName == Y) { return KeyCode.Joystick4Button3; } else if (keyName == LEFT_SHOULDER) { return KeyCode.Joystick4Button4; } else if (keyName == RIGHT_SHOULDER) { return KeyCode.Joystick4Button5; } else if (keyName == LEFT_STICK_IN) { return KeyCode.Joystick4Button8; } else if (keyName == RIGHT_STICK_IN) { return KeyCode.Joystick4Button9; } else if (keyName == BACK) { return KeyCode.Joystick4Button6; } else if (keyName == START) { return KeyCode.Joystick4Button7; } break; case InputPlayer.ANY: if (keyName == A) { return KeyCode.JoystickButton0; } else if (keyName == B) { return KeyCode.JoystickButton1; } else if (keyName == X) { return KeyCode.JoystickButton2; } else if (keyName == Y) { return KeyCode.JoystickButton3; } else if (keyName == LEFT_SHOULDER) { return KeyCode.JoystickButton4; } else if (keyName == RIGHT_SHOULDER) { return KeyCode.JoystickButton5; } else if (keyName == LEFT_STICK_IN) { return KeyCode.JoystickButton8; } else if (keyName == RIGHT_STICK_IN) { return KeyCode.JoystickButton9; } else if (keyName == BACK) { return KeyCode.JoystickButton6; } else if (keyName == START) { return KeyCode.JoystickButton7; } break; } return 0; }
protected override void onLoad() { m_PositiveKey = new InputKey(this, true); m_NegativeKey = new InputKey(this, false); #if UNITY_WEBPLAYER #if UNITY_EDITOR if (PlayerPrefs.HasKey(axisName + "_AxisName") == false) { Debug.LogWarning("Missing key " + axisName + "_AxisName"); } if (PlayerPrefs.HasKey(axisName + "_Speed") == false) { Debug.LogWarning("Missing key " + axisName + "_Speed"); } if (PlayerPrefs.HasKey(axisName + "_Reset") == false) { Debug.LogWarning("Missing key " + axisName + "_Reset"); } if (PlayerPrefs.HasKey(axisName + "_DeviceType") == false) { Debug.LogWarning("Missing key " + axisName + "_DeviceType"); } if (PlayerPrefs.HasKey(axisName + "_Player") == false) { Debug.LogWarning("Missing key " + axisName + "_Player"); } if (PlayerPrefs.HasKey(axisName + "_p_input") == false) { Debug.LogWarning("Missing key " + axisName + "_p_input"); } if (PlayerPrefs.HasKey(axisName + "_p_modifier") == false) { Debug.LogWarning("Missing key " + axisName + "_p_modifier"); } if (PlayerPrefs.HasKey(axisName + "_n_input") == false) { Debug.LogWarning("Missing key " + axisName + "_n_input"); } if (PlayerPrefs.HasKey(axisName + "_n_modifier") == false) { Debug.LogWarning("Missing key " + axisName + "_n_modifier"); } #endif axisName = PlayerPrefs.GetString(axisName + "_AxisName"); m_Speed = PlayerPrefs.GetFloat(axisName + "_Speed"); m_ResetOnRelease = Convert.ToBoolean(PlayerPrefs.GetInt(axisName + "_Reset")); m_DeviceType = (InputDevice)PlayerPrefs.GetInt(axisName + "_DeviceType"); m_Player = (InputPlayer)PlayerPrefs.GetInt(axisName + "_Player"); m_PositiveKey.input = PlayerPrefs.GetString(axisName + "_p_input"); m_PositiveKey.modifier = (KeyCode)PlayerPrefs.GetInt(axisName + "_p_modifier"); m_NegativeKey.input = PlayerPrefs.GetString(axisName + "_n_input"); m_NegativeKey.modifier = (KeyCode)PlayerPrefs.GetInt(axisName + "_n_modifier"); #else axisName = getData<string>("AxisName"); m_Speed = getData<float>("Speed"); m_ResetOnRelease = getData<bool>("Reset"); m_DeviceType = (InputDevice)getData<int>("DeviceType"); m_Player = (InputPlayer)getData<int>("Player"); m_PositiveKey.input = getData<string>("p_input"); m_PositiveKey.modifier = (KeyCode)getData<int>("p_modifier"); m_NegativeKey.input = getData<string>("n_input"); m_NegativeKey.modifier = (KeyCode)getData<int>("n_modifier"); #endif }
private bool internal_GetButtonUp(string aName, InputPlayer aPlayer) { int hits = 0; bool exists = false; for (int i = 0; i < m_Axis.Count; i++) { if (m_Axis[i] == null) { continue; } if (m_Axis[i].name == aName && (aPlayer == InputPlayer.ANY || aPlayer == m_Axis[i].player)) { if (m_Axis[i].buttonUp) { hits++; } exists = true; } } if (exists == false) { Debug.LogWarning("Axis \'" + aName + "\' not setup"); return false; } return hits > 0; }
private float internal_GetAxis(string aName, InputPlayer aPlayer) { float value = 0.0f; int hits = 0; for (int i = 0; i < m_Axis.Count; i++) { if (m_Axis[i] == null) { continue; } if (m_Axis[i].name == aName && (aPlayer == InputPlayer.ANY || aPlayer == m_Axis[i].player)) { value += m_Axis[i].currentValue; hits++; } } if (hits == 0) { Debug.LogWarning("Axis \'" + aName + "\' not setup"); return 0.0f; } return Mathf.Clamp(value, -1.0f, 1.0f); }