private void ActivateElements(Player player, int actionId) { float axis = player.GetAxis(actionId); if ((double)axis == 0.0) { return; } IList <InputActionSourceData> currentInputSources = player.GetCurrentInputSources(actionId); for (int index1 = 0; index1 < ((ICollection <InputActionSourceData>)currentInputSources).Count; ++index1) { InputActionSourceData actionSourceData = currentInputSources[index1]; IGamepadTemplate template = (IGamepadTemplate)((InputActionSourceData) ref actionSourceData).get_controller().GetTemplate <IGamepadTemplate>(); if (template != null) { ((IControllerTemplate)template).GetElementTargets(ControllerElementTarget.op_Implicit(((InputActionSourceData) ref actionSourceData).get_actionElementMap()), this._tempTargetList); for (int index2 = 0; index2 < ((ICollection <ControllerTemplateElementTarget>) this._tempTargetList).Count; ++index2) { ControllerTemplateElementTarget tempTarget = this._tempTargetList[index2]; int id = ((ControllerTemplateElementTarget) ref tempTarget).get_element().get_id(); ControllerUIElement uiElement = this._uiElements[id]; if (((ControllerTemplateElementTarget) ref tempTarget).get_elementType() == null) { uiElement.Activate(axis); } else if (((ControllerTemplateElementTarget) ref tempTarget).get_elementType() == 1 && (player.GetButton(actionId) || player.GetNegativeButton(actionId))) { uiElement.Activate(1f); } this.GetStick(id)?.SetAxisPosition(id, axis * 20f); } }
private void ActivateElements(Player player, int actionId) { // Get the Axis value of the Action from the Player float axisValue = player.GetAxis(actionId); if (axisValue == 0f) { return; // not active } // Get all the sources contributing to the Action IList <InputActionSourceData> sources = player.GetCurrentInputSources(actionId); // Check each source and activate the elements they map to for (int i = 0; i < sources.Count; i++) { InputActionSourceData source = sources[i]; // Try to get the GamepadTemplate from the Controller IGamepadTemplate gamepad = source.controller.GetTemplate <IGamepadTemplate>(); if (gamepad == null) { continue; // does not implement the Dual Analog Gamepad Template } // Get all element targets on the template by passing in the Action Element Map // This gives you the Template element targets that are mapped to the Controller element target. gamepad.GetElementTargets(source.actionElementMap, _tempTargetList); // Activate Template element targets for (int j = 0; j < _tempTargetList.Count; j++) { ControllerTemplateElementTarget target = _tempTargetList[j]; int templateElementId = target.element.id; ControllerUIElement uiElement = _uiElements[templateElementId]; if (target.elementType == ControllerTemplateElementType.Axis) { uiElement.Activate(axisValue); } else if (target.elementType == ControllerTemplateElementType.Button) { // If the target element is a Button, make sure the Button value of the Action is true before activating if (player.GetButton(actionId) || player.GetNegativeButton(actionId)) { uiElement.Activate(1f); } } // Move the stick for stick axes Stick stick = GetStick(templateElementId); if (stick != null) { stick.SetAxisPosition(templateElementId, axisValue * stickRadius); } } } }
private void DrawLabels(Player player, InputAction action) { // Lists first Action bound to each Dual Analog Gamepad Template element // Get the first Controller that implements the Dual Analog Gamepad Template from the Player Controller controller = player.controllers.GetFirstControllerWithTemplate <IGamepadTemplate>(); if (controller == null) { return; } // Get the first gamepad assigned to the Player IGamepadTemplate gamepad = controller.GetTemplate <IGamepadTemplate>(); // Get the Controller Map in the Default category and layout for this Controller from the Player ControllerMap controllerMap = player.controllers.maps.GetMap(controller, "Default", "Default"); if (controllerMap == null) { return; } // Go through each Controller Template element displayed in the UI for (int i = 0; i < _uiElementsArray.Length; i++) { ControllerUIElement uiElement = _uiElementsArray[i].element; int elementId = _uiElementsArray[i].id; // Get the Controller Template Element from the Controller Template IControllerTemplateElement element = gamepad.GetElement(elementId); // Draw the label DrawLabel(uiElement, action, controllerMap, gamepad, element); } }
public UIElement(int id, ControllerUIElement element) { this.id = id; this.element = element; }
private void DrawLabel(ControllerUIElement uiElement, InputAction action, ControllerMap controllerMap, IControllerTemplate template, IControllerTemplateElement element) { if (element.source == null) { return; // this element cannot map to a source } ActionElementMap aem; // A Controller Template Element Source contains Targets that each point to // a Controller.Element or part of a Controller.Element (such as one pole of an Axis). // Handle Axis-type Template Element if (element.source.type == ControllerTemplateElementSourceType.Axis) { // Cast the source to an Axis source so we can access the 3 possible Targets IControllerTemplateAxisSource source = (element.source as IControllerTemplateAxisSource); // A Template axis source can be either a full-axis binding or a split-axis binding // Handle split-axis source if (source.splitAxis) { // A split-axis source has a Positive Target and a Negative Target, one for each side of the axis. // Positive Target aem = controllerMap.GetFirstElementMapWithElementTarget(source.positiveTarget, action.id, true); if (aem != null) { uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Positive); } // Negative Target aem = controllerMap.GetFirstElementMapWithElementTarget(source.negativeTarget, action.id, true); if (aem != null) { uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Negative); } // Handle full-axis source } else { // A full-axis sources has just a single full target. // Full Target aem = controllerMap.GetFirstElementMapWithElementTarget(source.fullTarget, action.id, true); if (aem != null) { // a full target was mapped uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Full); } else { // no full mapping was found, look for separate positive/negative mappings // Positive side aem = controllerMap.GetFirstElementMapWithElementTarget( new ControllerElementTarget(source.fullTarget) { axisRange = AxisRange.Positive }, action.id, true ); if (aem != null) { uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Positive); } // Negative side aem = controllerMap.GetFirstElementMapWithElementTarget( new ControllerElementTarget(source.fullTarget) { axisRange = AxisRange.Negative }, action.id, true ); if (aem != null) { uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Negative); } } } // Handle Button-type Template Element } else if (element.source.type == ControllerTemplateElementSourceType.Button) { // Cast the source to an button source IControllerTemplateButtonSource source = (element.source as IControllerTemplateButtonSource); // Target aem = controllerMap.GetFirstElementMapWithElementTarget(source.target, action.id, true); if (aem != null) { uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Full); } } }