public bool Dbg_IsUnlimitedBullet() { #if DEBUG return (XBGamePad.IsTriggered(XBKeyCode.Button.RightShoulder, m_userCode)) && (XBGamePad.GetAxisRaw(XBKeyCode.Axis.Dpad, m_userCode).x >= 1.0f); #else return false; #endif }
public bool Dbg_IsReloadBonusCharm() { #if DEBUG return (XBGamePad.IsTriggered(XBKeyCode.Button.RightShoulder, m_userCode)) && (XBGamePad.GetAxisRaw(XBKeyCode.Axis.Dpad, m_userCode).x <= -1.0f); #else return false; #endif }
public bool Dbg_IsShot3Way() { #if DEBUG return (XBGamePad.IsTriggered(XBKeyCode.Button.RightShoulder, m_userCode)) && (XBGamePad.IsPressed(XBKeyCode.Button.Y, m_userCode)); #else return false; #endif }
// Update is called once per frame void Update() { switch (m_sts) { case State.StartWait: m_time -= Time.deltaTime; if (m_time <= 0.0f) { m_time = 0.0f; InitializeAssignController(); m_sts = State.AssignWait; } break; case State.AssignWait: AssignController(); if (IsAllAssignController()) { m_time = m_submitWaitTime; // TODO SubmitWaitEvent m_sts = State.SubmitWait; } break; case State.SubmitWait: m_time -= Time.deltaTime; if (m_time <= 0.0f) { m_time = 0.0f; if (XBGamePad.IsTriggered(XBKeyCode.Button.Start, XBKeyCode.UserCode.Any) || Input.GetKeyDown(KeyCode.Return)) { XLogger.Log("GoTo NextScene"); UnityEngine.SceneManagement.SceneManager.LoadScene("AlphaGameMain"); // HACK } } break; } }
/// <summary> /// Inputのラッパー /// </summary> private bool IsInputEvent(XBKeyCode.UserCode code) { #if ENABLE_DEBUG_INPUT switch (code) { case XBKeyCode.UserCode.User1: return(Input.GetKeyDown(KeyCode.Alpha1) || XBGamePad.IsTriggered(m_submitKey, code)); case XBKeyCode.UserCode.User2: return(Input.GetKeyDown(KeyCode.Alpha2) || XBGamePad.IsTriggered(m_submitKey, code)); case XBKeyCode.UserCode.User3: return(Input.GetKeyDown(KeyCode.Alpha3) || XBGamePad.IsTriggered(m_submitKey, code)); case XBKeyCode.UserCode.User4: return(Input.GetKeyDown(KeyCode.Alpha4) || XBGamePad.IsTriggered(m_submitKey, code)); } return(false); #else return(XBGamePad.IsTriggered(m_submitKey, code)); #endif }
public bool IsReload() { return XBGamePad.IsTriggered(XBKeyCode.Button.B, m_userCode); }
public bool IsShot() { return XBGamePad.IsTriggered(XBKeyCode.Button.X, m_userCode); }
public bool IsJump() { return XBGamePad.IsTriggered(XBKeyCode.Button.A, m_userCode); }