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using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput.PlatformSpecific;
namespace UnityStandardAssets.CrossPlatformInput
{
public static class CrossPlatformInputManager
{
public enum ActiveInputMethod
{
Hardware,
Touch
}
private static VirtualInput activeInput;
private static VirtualInput s_TouchInput;
private static VirtualInput s_HardwareInput;
static CrossPlatformInputManager()
{
s_TouchInput = new MobileInput();
s_HardwareInput = new StandaloneInput();
#if MOBILE_INPUT
activeInput = s_TouchInput;
#else
activeInput = s_HardwareInput;
#endif
}
public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod)
{
switch (activeInputMethod)
{
case ActiveInputMethod.Hardware:
activeInput = s_HardwareInput;
break;
case ActiveInputMethod.Touch:
activeInput = s_TouchInput;
break;
}
}
public static bool AxisExists(string name)
{
return activeInput.AxisExists(name);
}
public static bool ButtonExists(string name)
{
return activeInput.ButtonExists(name);
}
public static void RegisterVirtualAxis(VirtualAxis axis)
{
activeInput.RegisterVirtualAxis(axis);
}
public static void RegisterVirtualButton(VirtualButton button)
{
activeInput.RegisterVirtualButton(button);
}
public static void UnRegisterVirtualAxis(string name)
{
if (name == null)
{
throw new ArgumentNullException("name");
}
activeInput.UnRegisterVirtualAxis(name);
}
public static void UnRegisterVirtualButton(string name)
{
activeInput.UnRegisterVirtualButton(name);
}
// returns a reference to a named virtual axis if it exists otherwise null
public static VirtualAxis VirtualAxisReference(string name)
{
return activeInput.VirtualAxisReference(name);
}
// returns the platform appropriate axis for the given name
public static float GetAxis(string name)
{
return GetAxis(name, false);
}
public static float GetAxisRaw(string name)
{
return GetAxis(name, true);
}
// private function handles both types of axis (raw and not raw)
private static float GetAxis(string name, bool raw)
{
return activeInput.GetAxis(name, raw);
}
// -- Button handling --
public static bool GetButton(string name)
{
return activeInput.GetButton(name);
}
public static bool GetButtonDown(string name)
{
return activeInput.GetButtonDown(name);
}
public static bool GetButtonUp(string name)
{
return activeInput.GetButtonUp(name);
}
public static void SetButtonDown(string name)
{
activeInput.SetButtonDown(name);
}
public static void SetButtonUp(string name)
{
activeInput.SetButtonUp(name);
}
public static void SetAxisPositive(string name)
{
activeInput.SetAxisPositive(name);
}
public static void SetAxisNegative(string name)
{
activeInput.SetAxisNegative(name);
}
public static void SetAxisZero(string name)
{
activeInput.SetAxisZero(name);
}
public static void SetAxis(string name, float value)
{
activeInput.SetAxis(name, value);
}
public static Vector3 mousePosition
{
get { return activeInput.MousePosition(); }
}
public static void SetVirtualMousePositionX(float f)
{
activeInput.SetVirtualMousePositionX(f);
}
public static void SetVirtualMousePositionY(float f)
{
activeInput.SetVirtualMousePositionY(f);
}
public static void SetVirtualMousePositionZ(float f)
{
activeInput.SetVirtualMousePositionZ(f);
}
// virtual axis and button classes - applies to mobile input
// Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation.
// Could also be implemented by other input devices - kinect, electronic sensors, etc
public class VirtualAxis
{
public string name { get; private set; }
private float m_Value;
public bool matchWithInputManager { get; private set; }
public VirtualAxis(string name)
: this(name, true)
{
}
public VirtualAxis(string name, bool matchToInputSettings)
{
this.name = name;
matchWithInputManager = matchToInputSettings;
}
// removes an axes from the cross platform input system
public void Remove()
{
UnRegisterVirtualAxis(name);
}
// a controller gameobject (eg. a virtual thumbstick) should update this class
public void Update(float value)
{
m_Value = value;
}
public float GetValue
{
get { return m_Value; }
}
public float GetValueRaw
{
get { return m_Value; }
}
}
// a controller gameobject (eg. a virtual GUI button) should call the
// 'pressed' function of this class. Other objects can then read the
// Get/Down/Up state of this button.
public class VirtualButton
{
public string name { get; private set; }
public bool matchWithInputManager { get; private set; }
private int m_LastPressedFrame = -5;
private int m_ReleasedFrame = -5;
private bool m_Pressed;
public VirtualButton(string name)
: this(name, true)
{
}
public VirtualButton(string name, bool matchToInputSettings)
{
this.name = name;
matchWithInputManager = matchToInputSettings;
}
// A controller gameobject should call this function when the button is pressed down
public void Pressed()
{
if (m_Pressed)
{
return;
}
m_Pressed = true;
m_LastPressedFrame = Time.frameCount;
}
// A controller gameobject should call this function when the button is released
public void Released()
{
m_Pressed = false;
m_ReleasedFrame = Time.frameCount;
}
// the controller gameobject should call Remove when the button is destroyed or disabled
public void Remove()
{
UnRegisterVirtualButton(name);
}
// these are the states of the button which can be read via the cross platform input system
public bool GetButton
{
get { return m_Pressed; }
}
public bool GetButtonDown
{
get
{
return m_LastPressedFrame - Time.frameCount == -1;
}
}
public bool GetButtonUp
{
get
{
return (m_ReleasedFrame == Time.frameCount - 1);
}
}
}
}
}