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cohtml.InputSystem.GamepadInputManager

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

Inherits from cohtml.InputSystem.GamepadBase, IDisposable

Name
GamepadInputManager()
voidUpdate()
GamepadMapperCreateGamepadMapper(uint id, string name)
Initialize a Gamepad mapper object based on current OS and provided gamepad name.
Name
voidRemoveGamepad(uint id)
virtual voidUpdateGamepad(GamepadMapper gamepad)
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.
Name
const uintMaxGamepadIdsCount
The maximum amount of gamepads that can be registered.
Name
DelayTimers_CheckRoutineDelayTimer

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
GamepadInputManager()
void Update()
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

void RemoveGamepad(
uint id
)
virtual void UpdateGamepad(
GamepadMapper gamepad
)
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.

const uint MaxGamepadIdsCount = 10;

The maximum amount of gamepads that can be registered.

static DelayTimer s_CheckRoutineDelayTimer;