- MobileInput.cs
- PlatformSpecific /
- Scripts /
- CrossPlatformInput /
- Standard Assets /
- Assets /
- project /
1 using System;
2 using UnityEngine;
3
4 namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific
5 {
6 public class MobileInput : VirtualInput
7 {
8 private void AddButton(string name)
9 {
10 // we have not registered this button yet so add it, happens in the constructor
11 CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
12 }
13
14
15 private void AddAxes(string name)
16 {
17 // we have not registered this button yet so add it, happens in the constructor
18 CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
19 }
20
21
22 public override float GetAxis(string name, bool raw)
23 {
24 if (!m_VirtualAxes.ContainsKey(name))
25 {
26 AddAxes(name);
27 }
28 return m_VirtualAxes[name].GetValue;
29 }
30
31
32 public override void SetButtonDown(string name)
33 {
34 if (!m_VirtualButtons.ContainsKey(name))
35 {
36 AddButton(name);
37 }
38 m_VirtualButtons[name].Pressed();
39 }
40
41
42 public override void SetButtonUp(string name)
43 {
44 if (!m_VirtualButtons.ContainsKey(name))
45 {
46 AddButton(name);
47 }
48 m_VirtualButtons[name].Released();
49 }
50
51
52 public override void SetAxisPositive(string name)
53 {
54 if (!m_VirtualAxes.ContainsKey(name))
55 {
56 AddAxes(name);
57 }
58 m_VirtualAxes[name].Update(1f);
59 }
60
61
62 public override void SetAxisNegative(string name)
63 {
64 if (!m_VirtualAxes.ContainsKey(name))
65 {
66 AddAxes(name);
67 }
68 m_VirtualAxes[name].Update(-1f);
69 }
70
71
72 public override void SetAxisZero(string name)
73 {
74 if (!m_VirtualAxes.ContainsKey(name))
75 {
76 AddAxes(name);
77 }
78 m_VirtualAxes[name].Update(0f);
79 }
80
81
82 public override void SetAxis(string name, float value)
83 {
84 if (!m_VirtualAxes.ContainsKey(name))
85 {
86 AddAxes(name);
87 }
88 m_VirtualAxes[name].Update(value);
89 }
90
91
92 public override bool GetButtonDown(string name)
93 {
94 if (m_VirtualButtons.ContainsKey(name))
95 {
96 return m_VirtualButtons[name].GetButtonDown;
97 }
98
99 AddButton(name);
100 return m_VirtualButtons[name].GetButtonDown;
101 }
102
103
104 public override bool GetButtonUp(string name)
105 {
106 if (m_VirtualButtons.ContainsKey(name))
107 {
108 return m_VirtualButtons[name].GetButtonUp;
109 }
110
111 AddButton(name);
112 return m_VirtualButtons[name].GetButtonUp;
113 }
114
115
116 public override bool GetButton(string name)
117 {
118 if (m_VirtualButtons.ContainsKey(name))
119 {
120 return m_VirtualButtons[name].GetButton;
121 }
122
123 AddButton(name);
124 return m_VirtualButtons[name].GetButton;
125 }
126
127
128 public override Vector3 MousePosition()
129 {
130 return virtualMousePosition;
131 }
132 }
133 }
2 using UnityEngine;
3
4 namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific
5 {
6 public class MobileInput : VirtualInput
7 {
8 private void AddButton(string name)
9 {
10 // we have not registered this button yet so add it, happens in the constructor
11 CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
12 }
13
14
15 private void AddAxes(string name)
16 {
17 // we have not registered this button yet so add it, happens in the constructor
18 CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
19 }
20
21
22 public override float GetAxis(string name, bool raw)
23 {
24 if (!m_VirtualAxes.ContainsKey(name))
25 {
26 AddAxes(name);
27 }
28 return m_VirtualAxes[name].GetValue;
29 }
30
31
32 public override void SetButtonDown(string name)
33 {
34 if (!m_VirtualButtons.ContainsKey(name))
35 {
36 AddButton(name);
37 }
38 m_VirtualButtons[name].Pressed();
39 }
40
41
42 public override void SetButtonUp(string name)
43 {
44 if (!m_VirtualButtons.ContainsKey(name))
45 {
46 AddButton(name);
47 }
48 m_VirtualButtons[name].Released();
49 }
50
51
52 public override void SetAxisPositive(string name)
53 {
54 if (!m_VirtualAxes.ContainsKey(name))
55 {
56 AddAxes(name);
57 }
58 m_VirtualAxes[name].Update(1f);
59 }
60
61
62 public override void SetAxisNegative(string name)
63 {
64 if (!m_VirtualAxes.ContainsKey(name))
65 {
66 AddAxes(name);
67 }
68 m_VirtualAxes[name].Update(-1f);
69 }
70
71
72 public override void SetAxisZero(string name)
73 {
74 if (!m_VirtualAxes.ContainsKey(name))
75 {
76 AddAxes(name);
77 }
78 m_VirtualAxes[name].Update(0f);
79 }
80
81
82 public override void SetAxis(string name, float value)
83 {
84 if (!m_VirtualAxes.ContainsKey(name))
85 {
86 AddAxes(name);
87 }
88 m_VirtualAxes[name].Update(value);
89 }
90
91
92 public override bool GetButtonDown(string name)
93 {
94 if (m_VirtualButtons.ContainsKey(name))
95 {
96 return m_VirtualButtons[name].GetButtonDown;
97 }
98
99 AddButton(name);
100 return m_VirtualButtons[name].GetButtonDown;
101 }
102
103
104 public override bool GetButtonUp(string name)
105 {
106 if (m_VirtualButtons.ContainsKey(name))
107 {
108 return m_VirtualButtons[name].GetButtonUp;
109 }
110
111 AddButton(name);
112 return m_VirtualButtons[name].GetButtonUp;
113 }
114
115
116 public override bool GetButton(string name)
117 {
118 if (m_VirtualButtons.ContainsKey(name))
119 {
120 return m_VirtualButtons[name].GetButton;
121 }
122
123 AddButton(name);
124 return m_VirtualButtons[name].GetButton;
125 }
126
127
128 public override Vector3 MousePosition()
129 {
130 return virtualMousePosition;
131 }
132 }
133 }