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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace UnityStandardAssets.CrossPlatformInput
- {
- public abstract class VirtualInput
- {
- public Vector3 virtualMousePosition { get; private set; }
-
-
- protected Dictionary<string, CrossPlatformInputManager.VirtualAxis> m_VirtualAxes =
- new Dictionary<string, CrossPlatformInputManager.VirtualAxis>();
- // Dictionary to store the name relating to the virtual axes
- protected Dictionary<string, CrossPlatformInputManager.VirtualButton> m_VirtualButtons =
- new Dictionary<string, CrossPlatformInputManager.VirtualButton>();
- protected List<string> m_AlwaysUseVirtual = new List<string>();
- // list of the axis and button names that have been flagged to always use a virtual axis or button
-
- public bool AxisExists(string name)
- {
- return m_VirtualAxes.ContainsKey(name);
- }
- public bool ButtonExists(string name)
- {
- return m_VirtualButtons.ContainsKey(name);
- }
- public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis)
- {
- // check if we already have an axis with that name and log and error if we do
- if (m_VirtualAxes.ContainsKey(axis.name))
- {
- Debug.LogError("There is already a virtual axis named " + axis.name + " registered.");
- }
- else
- {
- // add any new axes
- m_VirtualAxes.Add(axis.name, axis);
- // if we dont want to match with the input manager setting then revert to always using virtual
- if (!axis.matchWithInputManager)
- {
- m_AlwaysUseVirtual.Add(axis.name);
- }
- }
- }
- public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button)
- {
- // check if already have a buttin with that name and log an error if we do
- if (m_VirtualButtons.ContainsKey(button.name))
- {
- Debug.LogError("There is already a virtual button named " + button.name + " registered.");
- }
- else
- {
- // add any new buttons
- m_VirtualButtons.Add(button.name, button);
- // if we dont want to match to the input manager then always use a virtual axis
- if (!button.matchWithInputManager)
- {
- m_AlwaysUseVirtual.Add(button.name);
- }
- }
- }
- public void UnRegisterVirtualAxis(string name)
- {
- // if we have an axis with that name then remove it from our dictionary of registered axes
- if (m_VirtualAxes.ContainsKey(name))
- {
- m_VirtualAxes.Remove(name);
- }
- }
- public void UnRegisterVirtualButton(string name)
- {
- // if we have a button with this name then remove it from our dictionary of registered buttons
- if (m_VirtualButtons.ContainsKey(name))
- {
- m_VirtualButtons.Remove(name);
- }
- }
- // returns a reference to a named virtual axis if it exists otherwise null
- public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name)
- {
- return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null;
- }
- public void SetVirtualMousePositionX(float f)
- {
- virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z);
- }
- public void SetVirtualMousePositionY(float f)
- {
- virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z);
- }
- public void SetVirtualMousePositionZ(float f)
- {
- virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f);
- }
- public abstract float GetAxis(string name, bool raw);
-
- public abstract bool GetButton(string name);
- public abstract bool GetButtonDown(string name);
- public abstract bool GetButtonUp(string name);
- public abstract void SetButtonDown(string name);
- public abstract void SetButtonUp(string name);
- public abstract void SetAxisPositive(string name);
- public abstract void SetAxisNegative(string name);
- public abstract void SetAxisZero(string name);
- public abstract void SetAxis(string name, float value);
- public abstract Vector3 MousePosition();
- }
- }
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