public override SF4InputState Convert() { SF4InputState outputState = new SF4InputState(); gamePadState = GamePad.GetState(playerIndex); //Options outputState.Back = gamePadState.Buttons.Back == ButtonState.Pressed; outputState.Start = gamePadState.Buttons.Start == ButtonState.Pressed; //Punches outputState.LightPunch = gamePadState.Buttons.X == ButtonState.Pressed; outputState.MediumPunch = gamePadState.Buttons.Y == ButtonState.Pressed; outputState.HardPunch = gamePadState.Buttons.RightShoulder == ButtonState.Pressed; //Kicks outputState.LightKick = gamePadState.Buttons.A == ButtonState.Pressed; outputState.MediumKick = gamePadState.Buttons.B == ButtonState.Pressed; outputState.HardKick = gamePadState.Triggers.Right > 0.25f; //Determine if Dpad has any input outputState.Right = (gamePadState.DPad.Right == ButtonState.Pressed || gamePadState.ThumbSticks.Left.X > 0.25f); outputState.Left = (gamePadState.DPad.Left == ButtonState.Pressed || -gamePadState.ThumbSticks.Left.X > 0.25f); outputState.Up = (gamePadState.DPad.Up == ButtonState.Pressed || gamePadState.ThumbSticks.Left.Y > 0.25f); outputState.Down = (gamePadState.DPad.Down == ButtonState.Pressed || -gamePadState.ThumbSticks.Left.Y > 0.25f); return(outputState); }
public override SF4InputState Convert() { SF4InputState outputState = new SF4InputState(); gamePadState = GamePad.GetState(playerIndex); //Options outputState.Options.Back = gamePadState.Buttons.Back == ButtonState.Pressed; outputState.Options.Start = gamePadState.Buttons.Start == ButtonState.Pressed; //Punches outputState.Punches.Light = gamePadState.Buttons.X == ButtonState.Pressed; outputState.Punches.Medium = gamePadState.Buttons.Y == ButtonState.Pressed; outputState.Punches.Hard = gamePadState.Buttons.RightShoulder == ButtonState.Pressed; //Kicks outputState.Kicks.Light = gamePadState.Buttons.A == ButtonState.Pressed; outputState.Kicks.Medium = gamePadState.Buttons.B == ButtonState.Pressed; outputState.Kicks.Hard = gamePadState.Triggers.Right > 0.25f; //Determine if Dpad has any input outputState.Directions.Right = (gamePadState.DPad.Right == ButtonState.Pressed || gamePadState.ThumbSticks.Left.X > 0.25f); outputState.Directions.Left = (gamePadState.DPad.Left == ButtonState.Pressed || -gamePadState.ThumbSticks.Left.X > 0.25f); outputState.Directions.Up = (gamePadState.DPad.Up == ButtonState.Pressed || gamePadState.ThumbSticks.Left.Y > 0.25f); outputState.Directions.Down = (gamePadState.DPad.Down == ButtonState.Pressed || -gamePadState.ThumbSticks.Left.Y > 0.25f); return outputState; }
public bool Equals(SF4InputState other) { if (object.ReferenceEquals(other, null)) { return(false); } bool result = true; result &= Back == other.Back; result &= Start == other.Start; result &= Up == other.Up; result &= Down == other.Down; result &= Left == other.Left; result &= Right == other.Right; result &= Forward == other.Forward; result &= Backward == other.Backward; result &= LightPunch == other.LightPunch; result &= MediumPunch == other.MediumPunch; result &= HardPunch == other.HardPunch; result &= LightKick == other.LightKick; result &= MediumKick == other.MediumKick; result &= HardKick == other.HardKick; return(result); }
// Update is called once per frame public void InputUpdate() { if (converter != null) { CurrentState = converter.Convert(); } #if UNITY_EDITOR Debug.Log(CommandState.ToString()); #endif }
public bool Equals(SF4InputState other) { if (object.ReferenceEquals(other, null)) return false; bool result = true; result &= Options.Back == other.Options.Back; result &= Options.Start == other.Options.Start; result &= Directions.Up == other.Directions.Up; result &= Directions.Down == other.Directions.Down; result &= Directions.Left == other.Directions.Left; result &= Directions.Right == other.Directions.Right; result &= Directions.Forward == other.Directions.Forward; result &= Directions.Backward == other.Directions.Backward; result &= Punches.Light == other.Punches.Light; result &= Punches.Medium == other.Punches.Medium; result &= Punches.Hard == other.Punches.Hard; result &= Kicks.Light == other.Kicks.Light; result &= Kicks.Medium == other.Kicks.Medium; result &= Kicks.Hard == other.Kicks.Hard; return result; }
public bool Equals(SF4InputState other) { if (object.ReferenceEquals(other, null)) return false; bool result = true; result &= Back == other.Back; result &= Start == other.Start; result &= Up == other.Up; result &= Down == other.Down; result &= Left == other.Left; result &= Right == other.Right; result &= Forward == other.Forward; result &= Backward == other.Backward; result &= LightPunch == other.LightPunch; result &= MediumPunch == other.MediumPunch; result &= HardPunch == other.HardPunch; result &= LightKick == other.LightKick; result &= MediumKick == other.MediumKick; result &= HardKick == other.HardKick; return result; }