当前位置: 首页>>代码示例>>C#>>正文


C# Loader.Add方法代码示例

本文整理汇总了C#中Loader.Add方法的典型用法代码示例。如果您正苦于以下问题:C# Loader.Add方法的具体用法?C# Loader.Add怎么用?C# Loader.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Loader的用法示例。


在下文中一共展示了Loader.Add方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Start

        // Use this for initialization
        void Start()
        {
            complementaryFuzer = new ComplementaryFilter();
            wiimote = GameObject.Find("wiimote");
            Angles = new Vector3();

            vSliderValuePrev = vSliderValue = 128f;

            timer = new Timer(500.0);
            timer.Elapsed += new ElapsedEventHandler(onTimerElapsed);

             ui= this.GetComponent<UserInterfaceWindow>();

            //supporting devices with custom drivers
            //When you add them add specialized first then XInputDriver  then wide range supporting drivers UnityDriver
            #if (UNITY_STANDALONE_WIN)
            InputManager.hidInterface.defaultDriver = new UnityDriver();
            InputManager.AddDriver(new ThrustMasterDriver());
            InputManager.AddDriver(new WiiDriver());
            //InputManager.AddDriver(new XInputDriver());

            #endif

            #if (UNITY_STANDALONE_OSX)
            //InputManager.AddDriver(new ThrustMasterDriver());
            //InputManager.AddDriver(new XInputDriver());

            InputManager.hidInterface.defaultDriver=new UnityDriver();
            #endif

            #if (UNITY_STANDALONE_ANDROID)
            InputManager.AddDriver(new ThrustMasterDriver());
            #endif

            //TODO think of better entry point
            InputManager.hidInterface.Enumerate();

            // !!!Postive аxes mapping only currently(need to find way to distinct postive from negative axis in Unity way of handling)
            // if(Application.isPlaying)
            //     InputManager.AddDriver(new UnityDriver());

            //if you want to load some states from .xml and add custom manually first load settings xml
            //!!!Application.streamingAssetPath gives "Raw" folder in web player

            #if (UNITY_STANDALONE || UNITY_EDITOR ) && !UNITY_WEBPLAYER && !UNITY_ANDROID
            //UnityEngine.Debug.Log("Standalone");

            if (ui != null)
            {//settingsXML would trigger internal loading mechanism (only for testing)

                InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml"));

                ui.settings = InputManager.Settings;
            }

            manuallyAddStateAndHandlers();

            #endif

            #region Load InputSettings.xml Android
            #if UNITY_ANDROID

            Loader request = new Loader();

            if (Application.platform == RuntimePlatform.Android)
            {
                if (File.Exists(Application.persistentDataPath + "/" + "InputSettings.xml"))
                {

                    if (ui != null)
                    {
                        Debug.Log("Game>> Try to load from " + Application.persistentDataPath);
                        InputManager.loadSettings(Application.persistentDataPath + "/" + "InputSettings.xml");
                        ui.settings = InputManager.Settings;
                        manuallyAddStateAndHandlers();
                        return;

                    }
                }
                else
                {// content of StreamingAssets get packed inside .APK and need to be load with WWW
                    request.Add(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml"));
                }

                request.LoadComplete += new EventHandler<LoaderEvtArgs<List<WWW>>>(onLoadComplete);
                request.Error += new EventHandler<LoaderEvtArgs<String>>(onLoadError);
                request.LoadItemComplete += new EventHandler<LoaderEvtArgs<WWW>>(onLoadItemComplete);
                request.load();
            }
            else //TARGET=ANDROID but playing in EDITOR => use Standalone setup
            {
                if (ui != null)
                {//settingsXML would trigger internal loading mechanism (only for testing)

                    InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml"));

                    ui.settings = InputManager.Settings;
                }

//.........这里部分代码省略.........
开发者ID:Driky,项目名称:Unity3d-InputMapper,代码行数:101,代码来源:TestInputManager.cs

示例2: Start

        // Use this for initialization
        void Start()
        {
            if (String.IsNullOrEmpty (settingsFileName)) {

                        Debug.LogError("Please add settings(.xml or .bin) fileName from StreamingAssets");
                        return;
                    }

            ui= this.GetComponent<UserInterfaceWindow>();

            //supporting devices with custom drivers
            //When you add them add specialized first then XInputDriver  then wide range supporting drivers like WinMM or OSXDriver
            //supporting devices with custom drivers
            //When you add them add specialized first then XInputDriver  then wide range supporting drivers WinMM or OSXDriver
            #if (UNITY_STANDALONE_WIN)
            InputManager.AddDriver(new ThrustMasterDriver());
            //InputManager.AddDriver(new WiiDriver());
            InputManager.AddDriver(new XInputDriver());
            //change default driver
            //InputManager.hidInterface.defaultDriver=new UnityDriver();
            #endif
            #if (UNITY_STANDALONE_OSX)
            InputManager.AddDriver(new ThrustMasterDriver());
            InputManager.AddDriver(new XInputDriver());
            //change default driver
            //InputManager.hidInterface.defaultDriver=new UnityDriver();

            #endif

            #if (UNITY_STANDALONE_ANDROID)
            InputManager.AddDriver(new ThrustMasterDriver());
            InputManager.AddDriver(new XInputDriver());
            #endif

            if (profiles == null)
                                InputManager.hidInterface.LoadProfiles ("DeviceProfiles");
                        else
                                InputManager.hidInterface.SetProfiles (profiles);

            InputManager.hidInterface.Enumerate();

            //if you want to load some states from .xml and add custom manually first load settings xml
            //!!!Application.streamingAssetPath gives "Raw" folder in web player

            #if (UNITY_STANDALONE || UNITY_EDITOR ) && !UNITY_WEBPLAYER && !UNITY_ANDROID
            //UnityEngine.Debug.Log("Standalone");

            if (ui != null && !String.IsNullOrEmpty (settingsFileName))
            {//settingsXML would trigger internal loading mechanism (only for testing)

            //load settings from external file

            ui.settings=InputManager.loadSettings(Path.Combine(Application.streamingAssetsPath, settingsFileName));

            //	ui.settings=InputManager.loadSettingsFromXMLText(Path.Combine(Application.streamingAssetsPath,settingsFileName));

            //dispatch Event
            this.m_onLoad.Invoke();

            }

            #endif

            #region Load InputSettings.xml Android
            #if UNITY_ANDROID

            Loader request = new Loader();

            if (Application.platform == RuntimePlatform.Android)
            {
                if (File.Exists(Application.persistentDataPath + "/" + settingsFileName))
            {

                if (ui != null)
                {
                    Debug.Log("Game>> Try to load from " + Application.persistentDataPath);

                        ui.settings=InputManager.loadSettings(Application.persistentDataPath + "/" + settingsFileName);

                        //dispatch load complete
                        this.m_onLoad.Invoke();

                    return;

                }
            }
            else
            {// content of StreamingAssets get packed inside .APK and need to be load with WWW
                request.Add(Path.Combine(Application.streamingAssetsPath, "InputSettings.xml"));
                request.Add(Path.Combine(Application.streamingAssetsPath, "profiles.txt"));
                request.Add(Path.Combine(Application.streamingAssetsPath, "xbox360_drd.txt"));
                //....

                //unpack everything in presistentDataPath
            }

            request.LoadComplete += new EventHandler<LoaderEvtArgs<List<WWW>>>(onLoadComplete);
            request.Error += new EventHandler<LoaderEvtArgs<String>>(onLoadError);
            request.LoadItemComplete += new EventHandler<LoaderEvtArgs<WWW>>(onLoadItemComplete);
//.........这里部分代码省略.........
开发者ID:Driky,项目名称:Unity3d-InputMapper,代码行数:101,代码来源:InputComponent.cs


注:本文中的Loader.Add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。