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C# PlayerController.resetControllerCache方法代码示例

本文整理汇总了C#中PlayerController.resetControllerCache方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerController.resetControllerCache方法的具体用法?C# PlayerController.resetControllerCache怎么用?C# PlayerController.resetControllerCache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PlayerController的用法示例。


在下文中一共展示了PlayerController.resetControllerCache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: mapController

    private static void mapController(PlayerController playerController)
    {
        /* constructs a specific string for every axis the controller type has
         * these strings can be used to acces Unity input directly later
         * the strins are stored in the given mapping container
         * we also set invert flags for each axis here
         * ToDo test and adjust all invert flags
         */
        // we also reset all cached button states
        playerController.resetControllerCache();

        // convert the player enum into an integer
        int player = (int)playerController.player;

        // construct axis name for the controller type and player number
        // the generic axis are different for Android ports and other platforms (Editor)
        // the inversed encoding for axis values is also cared for here
        // this is solved by precompile makros
        switch (playerController.mapType)
        {
        #if !UNITY_EDITOR && UNITY_ANDROID
            case OuyaMapType.Generic_ANDROID:
            // tested mapping for OuyaGameController connected to HTCOne
            playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;
            playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;
            playerController.map_RX = string.Format("Joy{0} Axis 4", player); playerController.invert_RX = false;
            playerController.map_RY = string.Format("Joy{0} Axis 5", player); playerController.invert_RY = true;
            playerController.map_LT = string.Format("Joy{0} Axis 6", player); playerController.invert_LT = false;
            playerController.map_RT = string.Format("Joy{0} Axis 3", player); playerController.invert_RT = false;
            // the dpad is not analog and therefore not mapped as an axis
            playerController.map_DX = null; playerController.invert_DX = false;
            playerController.map_DY = null; playerController.invert_DY = false;
            break;

            case OuyaMapType.Broadcom_ANDROID:
            // tested mapping for OuyaGameController connected to Nexus7
            playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;
            playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;
            playerController.map_RX = string.Format("Joy{0} Axis 4", player); playerController.invert_RX = false;
            playerController.map_RY = string.Format("Joy{0} Axis 5", player); playerController.invert_RY = true;
            playerController.map_LT = string.Format("Joy{0} Axis 3", player); playerController.invert_LT = false;
            playerController.map_RT = string.Format("Joy{0} Axis 6", player); playerController.invert_RT = false;
            // the dpad is not analog and therefore not mapped as an axis
            playerController.map_DX = null; playerController.invert_DX = false;
            playerController.map_DY = null; playerController.invert_DY = false;
            break;

            case OuyaMapType.MogaPro_ANDROID:
            playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;
            playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;
            playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;
            playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = false;
            playerController.map_LT = string.Format("Joy{0} Axis 8", player); playerController.invert_LT = false;
            playerController.map_RT = string.Format("Joy{0} Axis 7", player); playerController.invert_RT = false;
            playerController.map_DX = string.Format("Joy{0} Axis 5", player); playerController.invert_DX = false;
            playerController.map_DY = string.Format("Joy{0} Axis 6", player); playerController.invert_DY = false;
            break;

            case OuyaMapType.GameStick_CONSOLE:
            // tested mapping for GameStick console with native controller
            playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
            playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
            playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;		// checked
            playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = true;		// checked
            playerController.map_DX = string.Format("Joy{0} Axis 5", player); playerController.invert_DX = false;		// checked
            playerController.map_DY = string.Format("Joy{0} Axis 6", player); playerController.invert_DY = true;		// checked
            // the GameStick controller has no triggers at all
            playerController.map_LT = null; playerController.invert_LT = false;
            playerController.map_RT = null; playerController.invert_RT = false;
            break;

            case OuyaMapType.PS3_ANDROID:
            case OuyaMapType.Ouya_CONSOLE:
            // tested mapping for OUYA console with native controller
            // tested mapping for PS3 controller connected to the OUYA console
            playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
            playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
            playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;		// checked
            playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = true;		// checked
            playerController.map_LT = string.Format("Joy{0} Axis 5", player); playerController.invert_LT = false;		// checked
            playerController.map_RT = string.Format("Joy{0} Axis 6", player); playerController.invert_RT = false;		// checked
            // the dpad is not analog and therefore not mapped as an axis
            playerController.map_DX = null; playerController.invert_DX = false;
            playerController.map_DY = null; playerController.invert_DY = false;
            break;

            case OuyaMapType.XBOX360_ANDROID:
            // tested mapping for XBOX360 USB controller connected to the OUYA console
            // tested mapping for XBOX360 USB controller connected to the OUYA console
            playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
            playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
            playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;		// checked
            playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = true;		// checked
            playerController.map_LT = string.Format("Joy{0} Axis 7", player); playerController.invert_LT = false;		// checked
            playerController.map_RT = string.Format("Joy{0} Axis 8", player); playerController.invert_RT = false;		// checked
            playerController.map_DX = string.Format("Joy{0} Axis 5", player); playerController.invert_DX = false;		// checked
            playerController.map_DY = string.Format("Joy{0} Axis 6", player); playerController.invert_DY = true;		// checked
            break;

            case OuyaMapType.XBOX360_ANDROID_wireless:
//.........这里部分代码省略.........
开发者ID:shadyendless,项目名称:mmrogue,代码行数:101,代码来源:OuyaInput.cs

示例2: mapController

    private static void mapController(PlayerController playerController)
    {
        /* constructs a specific string for every axis the controller type has
         * these strings can be used to acces Unity input directly later
         * the strins are stored in the given mapping container
         * we also set invert flags for each axis here
         * ToDo test and adjust all invert flags
         */
        // this is a good point to reset the input in Unity
        Input.ResetInputAxes();
        // we also reset all cached button states
        playerController.resetControllerCache();

        // convert the player enum into an integer
        int player = (int)playerController.player;

        // construct axis name for the controller type and player number
        // the generic axis are different for Android ports and other platforms (Editor)
        // the inversed encoding for axis values is also cared for here
        // this is solved by precompile makros
        switch (playerController.controllerType)
        {
        #if !UNITY_EDITOR && UNITY_ANDROID
            case OuyaControllerType.Broadcom:
            case OuyaControllerType.MogaPro:
           		playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;
                playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;
                playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;
                playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = false;
                playerController.map_LT = string.Format("Joy{0} Axis 8", player); playerController.invert_LT = false;
                playerController.map_RT = string.Format("Joy{0} Axis 7", player); playerController.invert_RT = false;
                playerController.map_DX = string.Format("Joy{0} Axis 5", player); playerController.invert_DX = false;
                playerController.map_DY = string.Format("Joy{0} Axis 6", player); playerController.invert_DY = false;
                break;

            case OuyaControllerType.GameStick:
           		playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
                playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
                playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;		// checked
                playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = true;		// checked
                playerController.map_DX = string.Format("Joy{0} Axis 5", player); playerController.invert_DX = false;		// checked
                playerController.map_DY = string.Format("Joy{0} Axis 6", player); playerController.invert_DY = true;		// checked
                // the GameStick controller has no triggers at all
                playerController.map_LT = null; playerController.invert_LT = false;
                playerController.map_RT = null; playerController.invert_RT = false;
                break;
        #endif
            case OuyaControllerType.Ouya:
        #if !UNITY_EDITOR && UNITY_ANDROID
                playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
                playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
                playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;		// checked
                playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = true;		// checked
                playerController.map_LT = string.Format("Joy{0} Axis 5", player); playerController.invert_LT = false;		// checked
                playerController.map_RT = string.Format("Joy{0} Axis 6", player); playerController.invert_RT = false;		// checked
                // the dpad is not analog and therefore not mapped as an axis
                playerController.map_DX = null; playerController.invert_DX = false;
                playerController.map_DY = null; playerController.invert_DY = false;
        #else
                playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
                playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
                playerController.map_RX = string.Format("Joy{0} Axis 4", player); playerController.invert_RX = false;		// checked
                playerController.map_RY = string.Format("Joy{0} Axis 5", player); playerController.invert_RY = true;		// checked
                playerController.map_LT = string.Format("Joy{0} Axis 3", player); playerController.invert_LT = false;		// checked
                playerController.map_RT = string.Format("Joy{0} Axis 6", player); playerController.invert_RT = false;		// checked
                // the dpad is not analog and therefore not mapped as an axis
                playerController.map_DX = null; playerController.invert_DX = false;
                playerController.map_DY = null; playerController.invert_DY = false;
        #endif
                break;
            case OuyaControllerType.XBox360:
        #if !UNITY_EDITOR && UNITY_ANDROID
                playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
                playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
                playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;		// checked
                playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = true;		// checked
                playerController.map_LT = string.Format("Joy{0} Axis 7", player); playerController.invert_LT = false;		// checked
                playerController.map_RT = string.Format("Joy{0} Axis 8", player); playerController.invert_RT = false;		// checked
                playerController.map_DX = string.Format("Joy{0} Axis 5", player); playerController.invert_DX = false;		// checked
                playerController.map_DY = string.Format("Joy{0} Axis 6", player); playerController.invert_DY = true;		// checked
        #else
                playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
                playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
                playerController.map_RX = string.Format("Joy{0} Axis 4", player); playerController.invert_RX = false;		// checked
                playerController.map_RY = string.Format("Joy{0} Axis 5", player); playerController.invert_RY = true;		// checked
                playerController.map_LT = string.Format("Joy{0} Axis 9", player); playerController.invert_LT = false;		// checked
                playerController.map_RT = string.Format("Joy{0} Axis 10", player); playerController.invert_RT = false;		// checked
                playerController.map_DX = string.Format("Joy{0} Axis 6", player); playerController.invert_DX = false;		// checked
                playerController.map_DY = string.Format("Joy{0} Axis 7", player); playerController.invert_DY = false;		// checked
        #endif
                break;
            case OuyaControllerType.PS3:
        #if !UNITY_EDITOR && UNITY_ANDROID
                playerController.map_LX = string.Format("Joy{0} Axis 1", player); playerController.invert_LX = false;		// checked
                playerController.map_LY = string.Format("Joy{0} Axis 2", player); playerController.invert_LY = true;		// checked
                playerController.map_RX = string.Format("Joy{0} Axis 3", player); playerController.invert_RX = false;		// checked
                playerController.map_RY = string.Format("Joy{0} Axis 4", player); playerController.invert_RY = true;		// checked
                playerController.map_LT = string.Format("Joy{0} Axis 5", player); playerController.invert_LT = false;		// checked
                playerController.map_RT = string.Format("Joy{0} Axis 6", player); playerController.invert_RT = false;		// checked
                // the dpad is not analog and therefore not mapped as an axis
//.........这里部分代码省略.........
开发者ID:parahunter,项目名称:OuyaInputFramework,代码行数:101,代码来源:OuyaInput.cs


注:本文中的PlayerController.resetControllerCache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。