public bool?GetButton() { bool?value = null; if (m_type == InputType.Button) { value = Input.GetKey(m_positive); } else if (m_type == InputType.GamepadButton) { value = GamepadState.GetButton(m_gamepadButton, m_gamepadIndex); } else if (m_type == InputType.RemoteButton) { value = m_remoteButtonState == ButtonState.Pressed || m_remoteButtonState == ButtonState.JustPressed; } else if (m_type == InputType.AnalogButton || m_type == InputType.GamepadAnalogButton) { value = m_analogButtonState == ButtonState.Pressed || m_analogButtonState == ButtonState.JustPressed; } if (value.HasValue && !value.Value) { value = null; } return(value); }
public bool?GetButton() { bool?value = null; if (m_type == InputType.Button) { //Ryan's comment //If we change m_positive to Positive the Get/Set will be called in update value = Input.GetKey(Positive); } else if (m_type == InputType.GamepadButton) { value = GamepadState.GetButton(m_gamepadButton, m_gamepadIndex); } else if (m_type == InputType.RemoteButton) { value = m_remoteButtonState == ButtonState.Pressed || m_remoteButtonState == ButtonState.JustPressed; } else if (m_type == InputType.AnalogButton || m_type == InputType.GamepadAnalogButton) { value = m_analogButtonState == ButtonState.Pressed || m_analogButtonState == ButtonState.JustPressed; } if (value.HasValue && !value.Value) { value = null; } return(value); }