示例#1
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    }    //~Cube

    void Start()
    {
        InputPlus.Initialize();         //Start up InputPlus.
        InputPlus.SetDebugText(true);   //Do you want to see Debug text from InputPlus?

        /* Subscribe to the disconnect event. This event happens when a controller is disconnected. Unfortunately
         * it doesn't seem like Unity's core control features (v4.3.4) handle connecting and reconnecting controllers during
         * execution in a standalone build. So it's STRONGLY recommended to condiser handling this event to allow a
         * game save. Hopefully this will change in the future */
        InputPlus.On_EVENT_Disconnect += Disconnect;
    }    //Start
示例#2
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 override protected void SteeringStart()
 {
     //InputPlus.LearnController (1);
     InputPlus.Initialize(); //Start up InputPlus.
     InputPlus.SetDebugText(false);
     foreach (UnityLikeInput input in inputs)
     {
         input.con = GamePad_Num;
     }
     Input = new Input2(inputs);
 }