void KeyEvent(int playerIdx, NemoCtrlIO_Key k, bool downOrUp) { string keyStr = ""; switch (k) { case NemoCtrlIO_Key.A: keyStr = "Ѻ��"; break; case NemoCtrlIO_Key.B: keyStr = "����"; break; case NemoCtrlIO_Key.C: keyStr = "�·�"; break; case NemoCtrlIO_Key.D: keyStr = "�Ϸ�"; break; case NemoCtrlIO_Key.F: keyStr = "����"; break; default: keyStr = k.ToString(); break; } DebugLog("����:" + keyStr + (downOrUp ? " ����" : " �ɿ�") + " �����: " + playerIdx + " ����."); }
void KeyEvent(int playerIdx, NemoCtrlIO_Key k, bool downOrUp) { string keyStr = ""; switch (k) { case NemoCtrlIO_Key.A: keyStr = "押分"; break; case NemoCtrlIO_Key.B: keyStr = "发跑"; break; case NemoCtrlIO_Key.C: keyStr = "下分"; break; case NemoCtrlIO_Key.D: keyStr = "上分"; break; case NemoCtrlIO_Key.F: keyStr = "按退"; break; default: keyStr = k.ToString(); break; } DebugLog("按键:" + keyStr + (downOrUp ? " 按下" : " 松开") + " 由玩家: " + playerIdx + " 触发."); }
void Handle_ArcKeyEvent(int ctrllerID, NemoCtrlIO_Key k, bool downOrUp) { if (ctrllerID == 21)//后台按键 { Handle_ArcBackStageKeyEvent(k, downOrUp); return; } if (!mDisableAllPlayerKey) { switch (k) { case NemoCtrlIO_Key.Up: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.Up, downOrUp); break; case NemoCtrlIO_Key.Down: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.Down, downOrUp); break; case NemoCtrlIO_Key.Left: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.Left, downOrUp); break; case NemoCtrlIO_Key.Right: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.Right, downOrUp); break; case NemoCtrlIO_Key.B: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.Fire, downOrUp); break; case NemoCtrlIO_Key.A: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.Advance, downOrUp); break; case NemoCtrlIO_Key.D: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.ScoreUp, downOrUp); break; case NemoCtrlIO_Key.C: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.ScoreDown, downOrUp); break; case NemoCtrlIO_Key.F: EvtInputKey(mPControllerIDToPlayerID[ctrllerID], HpyInputKey.OutBounty, downOrUp); break; } } }
void Handle_ArcBackStageKeyEvent(NemoCtrlIO_Key k, bool downOrUp) { if (!mDisableBackGroundKey) { switch (k) { case NemoCtrlIO_Key.Up: EvtInputKey(0, HpyInputKey.BS_Up, downOrUp); break; case NemoCtrlIO_Key.Down: EvtInputKey(0, HpyInputKey.BS_Down, downOrUp); break; case NemoCtrlIO_Key.Left: EvtInputKey(0, HpyInputKey.BS_Left, downOrUp); break; case NemoCtrlIO_Key.Right: EvtInputKey(0, HpyInputKey.BS_Right, downOrUp); break; case NemoCtrlIO_Key.A: EvtInputKey(0, HpyInputKey.BS_Confirm, downOrUp); break; case NemoCtrlIO_Key.B: EvtInputKey(0, HpyInputKey.BS_Cancel, downOrUp); break; case NemoCtrlIO_Key.C: EvtInputKey(0, HpyInputKey.BS_GameLite, downOrUp); break; } } }
void OnBackGroundKeyEvent(NemoCtrlIO_Key k, bool downOrUp) { DebugLog("��̨����:" + k + (downOrUp ? " ����" : " �ɿ�")); }
//IEnumerator _Coro_DebugLog() //{ // int i = 0; // while (true) // { // DebugLog("TestLog" + (i++)); // yield return new WaitForSeconds(0.1F); // } //} void KeyEvent2(int ctrlIdx, NemoCtrlIO_Key k, bool downOrUp) { }
void OnBackGroundKeyEvent(NemoCtrlIO_Key k, bool downOrUp) { DebugLog("后台按键:" + k + (downOrUp ? " 按下" : " 松开")); }
void KeyEvent2(int ctrlIdx, NemoCtrlIO_Key k, bool downOrUp) { }