/// <summary> /// Fixer les valeurs du GamePad Sugoi a partir du Gamepad Windows /// </summary> /// <param name="gamepadWindows"></param> /// <param name="gamepadSugoi"></param> private void SetSugoiGamepadValue(GamepadWindows.Gamepad gamepadWindows, Gamepad gamepadSugoi) { if (gamepadWindows == null) { return; } if (gamepadSugoi == null) { return; } var gamepadValues = gamepadWindows.GetCurrentReading(); this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.A, GamepadKeys.ButtonA); this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.B, GamepadKeys.ButtonB); this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.X, GamepadKeys.ButtonC); this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.Y, GamepadKeys.ButtonD); this.SetSugoiGamepadThumb(gamepadSugoi, gamepadValues.LeftThumbstickX, GamepadKeys.Left, GamepadKeys.Right); this.SetSugoiGamepadThumb(gamepadSugoi, gamepadValues.LeftThumbstickY, GamepadKeys.Down, GamepadKeys.Up); if (gamepadSugoi.HorizontalController == GamepadKeys.None && gamepadSugoi.VerticalController == GamepadKeys.None) { this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.DPadRight, GamepadKeys.Right); this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.DPadUp, GamepadKeys.Up); this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.DPadLeft, GamepadKeys.Left); this.SetSugoiGamepadButton(gamepadSugoi, gamepadValues, GamepadWindows.GamepadButtons.DPadDown, GamepadKeys.Down); } }
public GamepadWithButtonState( Windows.Gaming.Input.Gamepad gamepad, bool buttonAWasPressedLastFrame) { this.gamepad = gamepad; this.buttonAWasPressedLastFrame = buttonAWasPressedLastFrame; }
private void Gamepad_GamepadAdded(object sender, Windows.Gaming.Input.Gamepad e) { var body = Guid.NewGuid(); var inputs = CreateController(e, body); inputs.Init().ContinueWith(_ => CreatePlayer(body, inputs)); }
void OnGamepadRemoved(object sender, Windows.Gaming.Input.Gamepad gamepad) { var eh = _onGamepadRemoved; if (eh != null) { UnityEngine.WSA.Application.InvokeOnAppThread(() => { Debug.Log("Gamepad removed. IsPresent is :" + IsPresent); eh(this, null); }, true); } }
void OnGamepadRemoved(object sender, Windows.Gaming.Input.Gamepad gamepad) { var eh = _onGamepadRemoved; if (eh != null) { UnityEngine.WSA.Application.InvokeOnAppThread(() => { eh(this, null); }, true); } TraceHelper.LogOnUnityThread("gamepad removed. IsConnected is :" + IsPresent); }
void OnGamepadAdded(object sender, Windows.Gaming.Input.Gamepad gamepad) { TraceHelper.LogOnUnityThread("gamepad added. IsConnected is " + ControllersPresent); var eh = _onGamepadAdded; if (eh != null) { UnityEngine.WSA.Application.InvokeOnAppThread(() => { eh(this, null); }, true); } }
void OnGamepadAdded(object sender, Windows.Gaming.Input.Gamepad gamepad) { var eh = _onGamepadAdded; if (eh != null) { UnityEngine.WSA.Application.InvokeOnAppThread(() => { #if TRACING_VERBOSE Debug.Log(string.Format("Gamepad added. {0} controllers present", ControllersPresent)); #endif eh(this, null); }, true); } }
private void Gamepad_GamepadAdded(object sender, Windows.Gaming.Input.Gamepad e) { this._xboxController = e; }
//private async IAsyncEnumerable<PlayerInputs> InterseptInputs(IAsyncEnumerable<PlayerInputs> x) //{ // await foreach(var item in x) // { // yield return item; // } //} private void Gamepad_GamepadRemoved(object sender, Windows.Gaming.Input.Gamepad e) { RemovePlayer(e); }