本文整理汇总了C#中OuyaSDK类的典型用法代码示例。如果您正苦于以下问题:C# OuyaSDK类的具体用法?C# OuyaSDK怎么用?C# OuyaSDK使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
OuyaSDK类属于命名空间,在下文中一共展示了OuyaSDK类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: GetAxis
public static float GetAxis(string ouyaMapping, OuyaSDK.OuyaPlayer player)
{
switch (ouyaMapping)
{
case "LB":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_LB, player);
case "LT":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_LT, player);
case "LX":
return GetAxis(OuyaSDK.KeyEnum.AXIS_LSTICK_X, player);
case "LY":
return GetAxis(OuyaSDK.KeyEnum.AXIS_LSTICK_Y, player);
case "RB":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_RB, player);
case "RT":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_RT, player);
case "RX":
return GetAxis(OuyaSDK.KeyEnum.AXIS_RSTICK_X, player);
case "RY":
return GetAxis(OuyaSDK.KeyEnum.AXIS_RSTICK_Y, player);
case "DL":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_DPAD_LEFT, player);
case "DR":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_DPAD_RIGHT, player);
case "DU":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_DPAD_UP, player);
case "DD":
return GetAxis(OuyaSDK.KeyEnum.BUTTON_DPAD_DOWN, player);
default:
return 0f;
}
}
开发者ID:hassanLastborn,项目名称:Tether,代码行数:32,代码来源:OuyaExampleCommon.cs
示例2: HandleButtonEvents
private void HandleButtonEvents(OuyaSDK.OuyaPlayer p, OuyaSDK.KeyEnum b, OuyaSDK.InputAction bs)
{
if (enabled && NGUITools.GetActive(gameObject))
{
// Ignoring P to allow any player to use the menu
if (bs.Equals(OuyaSDK.InputAction.KeyDown))
{
switch (b)
{
case OuyaSDK.KeyEnum.BUTTON_DPAD_UP:
OnKey(KeyCode.UpArrow);
break;
case OuyaSDK.KeyEnum.BUTTON_DPAD_DOWN:
OnKey(KeyCode.DownArrow);
break;
case OuyaSDK.KeyEnum.BUTTON_DPAD_LEFT:
OnKey(KeyCode.LeftArrow);
break;
case OuyaSDK.KeyEnum.BUTTON_DPAD_RIGHT:
OnKey(KeyCode.RightArrow);
break;
}
}
if (b == activateButton && gameObject == UICamera.selectedObject)
{
SendMessage("OnPress", bs.Equals(OuyaSDK.InputAction.KeyDown), SendMessageOptions.DontRequireReceiver);
}
}
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:30,代码来源:OuyaUIButtonKeys.cs
示例3: CommonGetKeyString
protected string CommonGetKeyString(int buttonNum, OuyaSDK.OuyaPlayer player)
{
switch (player)
{
case OuyaSDK.OuyaPlayer.none:
return string.Format("JoystickButton{0}", buttonNum);
default:
return string.Format("Joystick{0}Button{1}", ((int)player), buttonNum);
}
}
开发者ID:BattleJenkins,项目名称:ouya-sdk-examples,代码行数:10,代码来源:OuyaControllerCommon.cs
示例4: CommonGetUnityKeyCode
protected KeyCode CommonGetUnityKeyCode(int buttonNum, OuyaSDK.OuyaPlayer player)
{
string keyCode = CommonGetKeyString(buttonNum, player);
if (string.IsNullOrEmpty(keyCode))
{
return (KeyCode)(-1);
}
OuyaKeyCode key = (OuyaKeyCode)Enum.Parse(typeof(OuyaKeyCode), keyCode);
return (KeyCode)(int)key;
}
开发者ID:BattleJenkins,项目名称:ouya-sdk-examples,代码行数:10,代码来源:OuyaControllerCommon.cs
示例5: HasKeyCode
protected bool HasKeyCode(OuyaSDK.KeyEnum[] supportedCodes, OuyaSDK.KeyEnum keyCode)
{
foreach (OuyaSDK.KeyEnum item in supportedCodes)
{
if (item == keyCode)
{
return true;
}
}
return false;
}
开发者ID:BattleJenkins,项目名称:ouya-sdk-examples,代码行数:11,代码来源:OuyaControllerCommon.cs
示例6: GetAxisRaw
public static float GetAxisRaw(OuyaSDK.KeyEnum keyCode, OuyaSDK.OuyaPlayer player)
{
if (OuyaSDK.m_EnableUnityInput)
{
return GetAxisWithDelegate(keyCode, player, Input.GetAxisRaw);
}
else
{
return 0f;
}
}
开发者ID:joaokucera,项目名称:ouya-unity-plugin,代码行数:11,代码来源:OuyaExampleCommon.cs
示例7: GetAxis
/// <summary>
/// Wrap Unity's method
/// </summary>
/// <param name="inputName"></param>
/// <returns></returns>
public static float GetAxis(string inputName, OuyaSDK.OuyaPlayer player)
{
#if !UNITY_EDITOR && !UNITY_STANDALONE_OSX && !UNITY_STANDALONE_WIN && !UNITY_STANDALONE_LINUX
switch (inputName)
{
case "LT":
return OuyaInputManager.getPlayerKeyState(player).m_axisLeftTrigger;
case "RT":
return OuyaInputManager.getPlayerKeyState(player).m_axisRightTrigger;
case "RX":
return OuyaInputManager.getPlayerKeyState(player).m_axisRightStickX;
case "RY":
return OuyaInputManager.getPlayerKeyState(player).m_axisRightStickY;
case "LX":
return OuyaInputManager.getPlayerKeyState(player).m_axisLeftStickX;
case "LY":
return -OuyaInputManager.getPlayerKeyState(player).m_axisLeftStickY;
}
return 0f;
#else
string axisName = string.Empty;
int invertFactor = GetInvertedFactor(GetControllerType(player), inputName);
switch (inputName)
{
case "LT":
axisName = OuyaInputManager.GetInput(player, AxisTypes.Horizontal, AnalogTypes.LTRT);
break;
case "RT":
axisName = OuyaInputManager.GetInput(player, AxisTypes.Vertical, AnalogTypes.LTRT);
break;
case "RX":
axisName = OuyaInputManager.GetInput(player, AxisTypes.Horizontal, AnalogTypes.Right);
break;
case "RY":
axisName = OuyaInputManager.GetInput(player, AxisTypes.Vertical, AnalogTypes.Right);
break;
case "LX":
axisName = OuyaInputManager.GetInput(player, AxisTypes.Horizontal, AnalogTypes.Left);
break;
case "LY":
axisName = OuyaInputManager.GetInput(player, AxisTypes.Vertical, AnalogTypes.Left);
break;
}
if (!string.IsNullOrEmpty(axisName))
{
return invertFactor * Input.GetAxis(axisName);
}
return 0f;
#endif
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:56,代码来源:OuyaInputManager.cs
示例8: GetAxis
public static float GetAxis(OuyaSDK.KeyEnum keyCode)
{
float axisValue = 0f;
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player1) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player2) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player3) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player4) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player5) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player6) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player7) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player8) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player9) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player10) );
axisValue = GreaterValue(axisValue, SuperInputMapper.GetAxis(keyCode, OuyaSDK.OuyaPlayer.player11) );
return axisValue;
}
开发者ID:hiyijia,项目名称:InControl,代码行数:17,代码来源:SuperInputManager.cs
示例9: GetAxisInverted
public bool GetAxisInverted(OuyaSDK.KeyEnum keyCode)
{
#if !UNITY_EDITOR && UNITY_ANDROID
switch (keyCode)
{
case OuyaSDK.KeyEnum.AXIS_LSTICK_X:
return false;
case OuyaSDK.KeyEnum.AXIS_LSTICK_Y:
return false;
case OuyaSDK.KeyEnum.AXIS_RSTICK_X:
return false;
case OuyaSDK.KeyEnum.AXIS_RSTICK_Y:
return false;
case OuyaSDK.KeyEnum.BUTTON_LT:
return false;
case OuyaSDK.KeyEnum.BUTTON_RT:
return false;
default:
return false;
}
#else
switch (keyCode)
{
case OuyaSDK.KeyEnum.AXIS_LSTICK_X:
return false;
case OuyaSDK.KeyEnum.AXIS_LSTICK_Y:
return true;
case OuyaSDK.KeyEnum.AXIS_RSTICK_X:
return true;
case OuyaSDK.KeyEnum.AXIS_RSTICK_Y:
return false;
case OuyaSDK.KeyEnum.BUTTON_LT:
return false;
case OuyaSDK.KeyEnum.BUTTON_RT:
return false;
default:
return false;
}
#endif
}
开发者ID:JhonH3avy,项目名称:ouya-sdk-examples,代码行数:40,代码来源:PS2Controller.cs
示例10: GetButton
/// <summary>
/// Wrap Unity's method
/// </summary>
/// <param name="inputName"></param>
/// <returns></returns>
public static bool GetButton(string inputName, OuyaSDK.OuyaPlayer player)
{
switch (inputName)
{
case "SYS": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonSystem;
case "DPC": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonDPadCenter;
case "DPD": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonDPadDown;
case "DPL": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonDPadLeft;
case "DPR": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonDPadRight;
case "DPU": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonDPadUp;
case "O": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonO;
case "U": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonU;
case "Y": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonY;
case "A": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonA;
case "LT": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonLT;
case "RT": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonRT;
case "LB": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonLB;
case "RB": //arbitrary name and mapping
return OuyaInputManager.getPlayerKeyState(player).m_buttonRB;
case "L3":
return OuyaInputManager.getPlayerKeyState(player).m_buttonL3;
case "R3":
return OuyaInputManager.getPlayerKeyState(player).m_buttonR3;
}
return false;
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:45,代码来源:OuyaInputManager.cs
示例11: InvokeOuyaPurchaseOnSuccess
public void InvokeOuyaPurchaseOnSuccess(OuyaSDK.Product product)
{
foreach (OuyaSDK.IPurchaseListener listener in OuyaSDK.getPurchaseListeners())
{
if (null != listener)
{
listener.OuyaPurchaseOnSuccess(product);
}
}
}
开发者ID:Glavin001,项目名称:HalKart,代码行数:10,代码来源:OuyaGameObject.cs
示例12: CheckInput
/// <summary>
/// This needs to be setup for each joystick type being supported. I have not setup the USB controller or the I:Droid:CON
/// For the most part you won't need to modify this section.
/// </summary>
/// <param name="player"></param>
/// <param name="axis"></param>
/// <param name="joystick"></param>
/// <param name="atype"></param>
/// <returns></returns>
private static string CheckInput(OuyaSDK.OuyaPlayer player, AxisTypes axis, JoystickType joystick, AnalogTypes atype)
{
//Debug.Log(string.Format("Player:{0} Axis:{1} Joystick:{2} AnalogType:{3}",player,axis,joystick,atype));
//REF: player1, DPadH, PS3, Dpad
//Note: It is your responsibility to make sure that Unity Inputs are setup correctly or you will get an error on your controller.
int axisNumber=0;
switch (joystick)
{
case JoystickType.ps3:
//Get The Joystick name from Project Settings --> Input for Controllers
#region PS3 Controller
if (atype.Equals(AnalogTypes.Left))
{
ControllerType cType = OuyaControllerMapping.getController("ps3");
if (axis.Equals(AxisTypes.Horizontal)) { axisNumber = cType.leftAnalogH; } else { axisNumber = cType.leftAnalogV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
else if (atype.Equals(AnalogTypes.Right))
{
ControllerType cType = OuyaControllerMapping.getController("ps3");
if (axis.Equals(AxisTypes.Horizontal)) { axisNumber = cType.rightAnalogH; } else { axisNumber = cType.rightAnalogV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
else if (atype.Equals(AnalogTypes.DPad))
{
ControllerType cType = OuyaControllerMapping.getController("ps3");
if (axis.Equals(AxisTypes.DPadH)) { axisNumber = cType.dpadH; } else { axisNumber = cType.dpadV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
#endregion
break;
case JoystickType.xbox:
#region xbox ( usually 360 / untested with normal xbox )
if (atype.Equals(AnalogTypes.Left))
{
ControllerType cType = OuyaControllerMapping.getController("xbox360");
if (axis.Equals(AxisTypes.Horizontal)) { axisNumber = cType.leftAnalogH; } else { axisNumber = cType.leftAnalogV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
else if (atype.Equals(AnalogTypes.Right))
{
ControllerType cType = OuyaControllerMapping.getController("xbox360");
if (axis.Equals(AxisTypes.Horizontal)) { axisNumber = cType.rightAnalogH; } else { axisNumber = cType.rightAnalogV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
else if (atype.Equals(AnalogTypes.DPad))
{
ControllerType cType = OuyaControllerMapping.getController("xbox360");
if (axis.Equals(AxisTypes.DPadH)) { axisNumber = cType.dpadH; } else { axisNumber = cType.dpadV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
else if (atype.Equals(AnalogTypes.LTRT))
{
ControllerType cType = OuyaControllerMapping.getController("xbox360");
axisNumber = cType.triggers;
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
#endregion
break;
case JoystickType.ouya:
#region OUYA - Not Tested until I get a bluetooth dongle
if (atype.Equals(AnalogTypes.Left))
{
ControllerType cType = OuyaControllerMapping.getController("ouya");
if (axis.Equals(AxisTypes.Horizontal)) { axisNumber = cType.leftAnalogH; } else { axisNumber = cType.leftAnalogV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
else if (atype.Equals(AnalogTypes.Right))
{
ControllerType cType = OuyaControllerMapping.getController("ouya");
if (axis.Equals(AxisTypes.Horizontal)) { axisNumber = cType.rightAnalogH; } else { axisNumber = cType.rightAnalogV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
else if (atype.Equals(AnalogTypes.DPad))
{
ControllerType cType = OuyaControllerMapping.getController("ouya");
if (axis.Equals(AxisTypes.DPadH)) { axisNumber = cType.dpadH; } else { axisNumber = cType.dpadV; }
return "Joy" + (int)player + " Axis " + axisNumber.ToString();
}
#endregion
break;
}
//most likely we will never reach here, but If we do Return basic Horizontal Axis
return "Horizontal";
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:100,代码来源:OuyaInputManager.cs
示例13: buttonPressEvent
//Call this event ( trigger )
public static void buttonPressEvent(OuyaSDK.OuyaPlayer player, OuyaSDK.KeyEnum button, OuyaSDK.InputAction buttonState)
{
if (ButtonsEvent != null)
{
ButtonsEvent(player, button, buttonState);
}
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:8,代码来源:OuyaInputManager.cs
示例14: GetButtonDown
public static bool GetButtonDown(OuyaSDK.KeyEnum keyCode, OuyaSDK.OuyaPlayer player)
{
return GetButtonWithDelegate(keyCode, player, Input.GetKeyDown);
}
开发者ID:BattleJenkins,项目名称:ouya-sdk-examples,代码行数:4,代码来源:OuyaExampleCommon.cs
示例15: SetButton
public static void SetButton(string inputName, OuyaSDK.OuyaPlayer player, bool state)
{
switch (inputName)
{
case "SYS": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonSystem = state;
break;
case "DPC": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonDPadCenter = state;
break;
case "DPD": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonDPadDown = state;
break;
case "DPL": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonDPadLeft = state;
break;
case "DPR": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonDPadRight = state;
break;
case "DPU": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonDPadUp = state;
break;
case "O": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonO = state;
break;
case "U": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonU = state;
break;
case "Y": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonY = state;
break;
case "A": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonA = state;
break;
case "LT": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonLT = state;
break;
case "RT": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonRT = state;
break;
case "LB": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonLB = state;
break;
case "RB": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonRB = state;
break;
case "L3": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonL3 = state;
break;
case "R3": //arbitrary name and mapping
OuyaInputManager.getPlayerKeyState(player).m_buttonR3 = state;
break;
}
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:55,代码来源:OuyaInputManager.cs
示例16: GetButton
public static bool GetButton(int buttonNum, OuyaSDK.OuyaPlayer player)
{
string keyCode = GetKeyCode(buttonNum, player);
if (string.IsNullOrEmpty(keyCode))
{
return false;
}
OuyaKeyCode key = (OuyaKeyCode)Enum.Parse(typeof(OuyaKeyCode), keyCode);
return Input.GetKey((KeyCode)(int)key);
}
开发者ID:hassanLastborn,项目名称:Tether,代码行数:10,代码来源:OuyaExampleCommon.cs
示例17: GetInput
/// <summary>
/// Builds a string to get the controller by player.
/// </summary>
/// <param name="player"></param>
/// <param name="axis"></param>
/// <param name="type"></param>
/// <param name="atype"></param>
/// <returns></returns>
public static string GetInput(OuyaSDK.OuyaPlayer player, AxisTypes axis, AnalogTypes atype)
{
Vector2 point;
JoystickType joystickType = GetControllerType(player);
switch (joystickType)
{
case JoystickType.ps3:
//Note We don't care if the axis is X or Y, we just want to check for input from normalized.
#region PS3 Controller
point = new Vector2(Input.GetAxis(CheckInput(player, axis, JoystickType.ps3, AnalogTypes.Left)), Input.GetAxis(CheckInput(player, axis, JoystickType.ps3, AnalogTypes.Right)));
if (point.x != 0f || point.y != 0f)
{
return CheckInput(player, axis, JoystickType.ps3, atype);
}
if (atype.Equals(AnalogTypes.DPad)){
return CheckInput(player, axis, JoystickType.ps3, atype);
}
#endregion
return string.Empty;
case JoystickType.xbox:
#region xbox360
point = new Vector2(Input.GetAxis(CheckInput(player, axis, JoystickType.xbox, AnalogTypes.Left)), Input.GetAxis(CheckInput(player, axis, JoystickType.xbox, AnalogTypes.Right)));
if (point.x != 0f || point.y != 0f)
{
return CheckInput(player, axis, JoystickType.xbox, atype);
}
if (atype.Equals(AnalogTypes.DPad))
{
return CheckInput(player, axis, JoystickType.xbox, atype);
}
if (atype.Equals(AnalogTypes.LTRT))
{
return CheckInput(player, axis, JoystickType.xbox, atype);
}
#endregion
return string.Empty;
case JoystickType.ouya:
point = new Vector2(Input.GetAxis(CheckInput(player, axis, JoystickType.ouya, AnalogTypes.Left)), Input.GetAxis(CheckInput(player, axis, JoystickType.ouya, AnalogTypes.Right)));
if (point.x != 0f || point.y != 0f)
{
return CheckInput(player, axis, JoystickType.ouya, atype);
}
if (atype.Equals(AnalogTypes.DPad))
{
return CheckInput(player, axis, JoystickType.ouya, atype);
}
if (atype.Equals(AnalogTypes.LTRT))
{
return CheckInput(player, axis, JoystickType.ouya, atype);
}
return string.Empty;
default:
return "Horizontal";
}
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:66,代码来源:OuyaInputManager.cs
示例18: GetKeyCode
public static string GetKeyCode(int buttonNum, OuyaSDK.OuyaPlayer player)
{
switch (player)
{
case OuyaSDK.OuyaPlayer.none:
return string.Format("JoystickButton{0}", buttonNum);
default:
return string.Format("Joystick{0}Button{1}", ((int)player), buttonNum);
}
}
开发者ID:hassanLastborn,项目名称:Tether,代码行数:10,代码来源:OuyaExampleCommon.cs
示例19: GetControllerType
public static JoystickType GetControllerType(OuyaSDK.OuyaPlayer player)
{
// check the player to see what joystick type they have
OuyaGameObject.Device device = OuyaGameObject.devices.Find(delegate(OuyaGameObject.Device d) { return (null == d) ? false : (d.player == player); });
if (null == device)
{
return JoystickType.none;
}
return GetControllerType(device.name);
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:10,代码来源:OuyaInputManager.cs
示例20: GetButtonUp
/// <summary>
/// Wrap Unity's method
/// </summary>
/// <param name="inputName"></param>
/// <returns></returns>
public static bool GetButtonUp(string inputName, OuyaSDK.OuyaPlayer player)
{
// these will map to the Unity game's existing button names
// the text cases are placeholders
return !OuyaInputManager.GetButton(inputName, player);
}
开发者ID:danielkinjerski,项目名称:Jump_Switch,代码行数:11,代码来源:OuyaInputManager.cs
注:本文中的OuyaSDK类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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