cohtml.InputSystem.GamepadInputManager

Gamepad input implementation using InputManager Works only when Input settings is on Input manager option.

Inherits from cohtml.InputSystem.GamepadBase, IDisposable

Public Functions

Name
GamepadInputManager()
voidUpdate()
GamepadMapperCreateGamepadMapper(uint id, string name)
Initialize a Gamepad mapper object based on current OS and provided gamepad name.

Protected Functions

Name
voidRemoveGamepad(uint id)
virtual voidUpdateGamepad(GamepadMapper gamepad)

Public Properties

Name
GamepadMapper.PlatformOSType
Returns the GamepadMapper.Platform OSType provided by the operating system of the Unity3D engine." It executes only once upon the first invocation of this property; thereafter, it returns only the result In the context of gamepad mapping, iPad and iOS have identical gamepad mappings, so when either is contained in the OS name, it will return IOS as a result.

Public Attributes

Name
const uintMaxGamepadIdsCount
The maximum amount of gamepads that can be registered.

Protected Attributes

Name
DelayTimers_CheckRoutineDelayTimer

Additional inherited members

Public Classes inherited from cohtml.InputSystem.GamepadBase

Name
classGamepadMap
Stores gamepad data.

Public Functions inherited from cohtml.InputSystem.GamepadBase

Name
voidUpdateGamepadStateNative(GamepadMap gamepad)
Update the gamepad controller state.
virtual voidUnregisterNative(uint id)
Unregister gamepad from the Cohtml plugin
virtual voidDispose()

Protected Functions inherited from cohtml.InputSystem.GamepadBase

Name
GamepadBase()
virtual voidRegisterGamepads()
Register a new gamepad in the CohtmlPlugin.

Public Attributes inherited from cohtml.InputSystem.GamepadBase

Name
const intDefaultButtonsCount
The default count of gamepad buttons.
const intDefaultAxesCount
The default count of gamepad axes.
Dictionary< uint, GamepadMap >Gamepads
Returns all registered gamepads.

Protected Attributes inherited from cohtml.InputSystem.GamepadBase

Name
Dictionary< uint, GamepadMap >m_Gamepads
intm_GamepadButtonsCount
intm_GamepadAxesCount

Public Functions Documentation

function GamepadInputManager

GamepadInputManager()

function Update

void Update()

function CreateGamepadMapper

static GamepadMapper CreateGamepadMapper(
    uint id,
    string name
)

Initialize a Gamepad mapper object based on current OS and provided gamepad name.

Parameters:

  • id Provided gamepad Id
  • name Provided Input Manager gamepad name

Return: Returns a gamepad mapper instance

Protected Functions Documentation

function RemoveGamepad

void RemoveGamepad(
    uint id
)

function UpdateGamepad

virtual void UpdateGamepad(
    GamepadMapper gamepad
)

Public Property Documentation

property OSType

static GamepadMapper.Platform OSType;

Returns the GamepadMapper.Platform OSType provided by the operating system of the Unity3D engine." It executes only once upon the first invocation of this property; thereafter, it returns only the result In the context of gamepad mapping, iPad and iOS have identical gamepad mappings, so when either is contained in the OS name, it will return IOS as a result.

Public Attributes Documentation

variable MaxGamepadIdsCount

const uint MaxGamepadIdsCount = 10;

The maximum amount of gamepads that can be registered.

Protected Attributes Documentation

variable s_CheckRoutineDelayTimer

static DelayTimer s_CheckRoutineDelayTimer;