using UnityEngine; using System.Collections; namespace TurnTheGameOn.IKDriver { public class IKD_MobileInput : IKD_VirtualInput { private void AddButton(string name){ // we have not registered this button yet so add it, happens in the constructor IKD_CrossPlatformInputManager.RegisterVirtualButton(new IKD_CrossPlatformInputManager.VirtualButton(name)); } private void AddAxes(string name){ // we have not registered this button yet so add it, happens in the constructor IKD_CrossPlatformInputManager.RegisterVirtualAxis(new IKD_CrossPlatformInputManager.VirtualAxis(name)); } public override float GetAxis(string name, bool raw){ if (!m_VirtualAxes.ContainsKey(name)){ AddAxes(name); } return m_VirtualAxes[name].GetValue; } public override void SetButtonDown(string name){ if (!m_VirtualButtons.ContainsKey(name)){ AddButton(name); } m_VirtualButtons[name].Pressed(); } public override void SetButtonUp(string name){ if (!m_VirtualButtons.ContainsKey(name)){ AddButton(name); } m_VirtualButtons[name].Released(); } public override void SetAxisPositive(string name){ if (!m_VirtualAxes.ContainsKey(name)){ AddAxes(name); } m_VirtualAxes[name].Update(1f); } public override void SetAxisNegative(string name){ if (!m_VirtualAxes.ContainsKey(name)){ AddAxes(name); } m_VirtualAxes[name].Update(-1f); } public override void SetAxisZero(string name){ if (!m_VirtualAxes.ContainsKey(name)){ AddAxes(name); } m_VirtualAxes[name].Update(0f); } public override void SetAxis(string name, float value){ if (!m_VirtualAxes.ContainsKey(name)){ AddAxes(name); } m_VirtualAxes[name].Update(value); } public override bool GetButtonDown(string name){ if (m_VirtualButtons.ContainsKey(name)){ return m_VirtualButtons[name].GetButtonDown; } AddButton(name); return m_VirtualButtons[name].GetButtonDown; } public override bool GetButtonUp(string name){ if (m_VirtualButtons.ContainsKey(name)){ return m_VirtualButtons[name].GetButtonUp; } AddButton(name); return m_VirtualButtons[name].GetButtonUp; } public override bool GetButton(string name){ if (m_VirtualButtons.ContainsKey(name)){ return m_VirtualButtons[name].GetButton; } AddButton(name); return m_VirtualButtons[name].GetButton; } public override Vector3 MousePosition(){ return virtualMousePosition; } } }