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() | |
| void | Update() |
| GamepadMapper | CreateGamepadMapper(uint id, string name) Initialize a Gamepad mapper object based on current OS and provided gamepad name. |
Protected Functions
| Name | |
|---|---|
| void | RemoveGamepad(uint id) |
| virtual void | UpdateGamepad(GamepadMapper gamepad) |
Public Properties
| Name | |
|---|---|
| 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
| Name | |
|---|---|
| const uint | MaxGamepadIdsCount The maximum amount of gamepads that can be registered. |
Protected Attributes
| Name | |
|---|---|
| DelayTimer | s_CheckRoutineDelayTimer |
Additional inherited members
Public Classes inherited from cohtml.InputSystem.GamepadBase
| Name | |
|---|---|
| class | GamepadMap Stores gamepad data. |
Public Functions inherited from cohtml.InputSystem.GamepadBase
| Name | |
|---|---|
| void | UpdateGamepadStateNative(GamepadMap gamepad) Update the gamepad controller state. |
| virtual void | UnregisterNative(uint id) Unregister gamepad from the Cohtml plugin |
| virtual void | Dispose() |
Protected Functions inherited from cohtml.InputSystem.GamepadBase
| Name | |
|---|---|
| GamepadBase() | |
| virtual void | RegisterGamepads() Register a new gamepad in the CohtmlPlugin. |
Public Attributes inherited from cohtml.InputSystem.GamepadBase
| Name | |
|---|---|
| const int | DefaultButtonsCount The default count of gamepad buttons. |
| const int | DefaultAxesCount 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 |
| int | m_GamepadButtonsCount |
| int | m_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;