/// <summary> /// Returns the raw axis value, ignoring deadzone /// </summary> /// <param name="axisID">The axis to check</param> /// <returns>The raw axis value</returns> public float GetAxisRaw(eFPEInput axisID) { if (FPEVirtualAxes.ContainsKey(axisID)) { return(FPEVirtualAxes[axisID].GetValue); } else { Debug.LogError("FPEInputManager.GetAxis:: No axis ID '" + axisID + "'. Are you looking for a button instead?"); return(0.0f); } }
public bool GetButtonUp(eFPEInput buttonID) { if (FPEVirtualButtons.ContainsKey(buttonID)) { return(FPEVirtualButtons[buttonID].GetButtonUp); } else { Debug.LogError("FPEInputManager.GetButtonDown:: No button ID '" + buttonID + "'. Are you looking for an axis instead?"); return(false); } }
public FPEInputAxis(eFPEInput id, string name) { this.id = id; this.name = name; }
public FPEInputButton(eFPEInput id, string name) { this.id = id; this.friendlyName = name; }