Added thumbstick axis duplication
Now users have the option of "LeftRightStickX" and "LeftRightStickY". Effectively locks the two thumbsticks' axes together. The main scene now uses "Left Right Stick Y" as the default mapping for both thumbsticks' Y axis.
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Родитель
28d7182d69
Коммит
3dfbf8ece5
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@ -2865,6 +2865,31 @@ Prefab:
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type: 2}
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propertyPath: DuplicateThumbstickYAxis
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m_LocalRotation: {x: 0.0033615762, y: -0.9987285, z: -0.003039844, w: -0.05020736}
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m_LocalRotation: {x: 0.0033615765, y: -0.99872863, z: -0.0030398446, w: -0.05020737}
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m_LocalPosition: {x: 0.017499998, y: 0.226, z: 0.0415}
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m_LocalScale: {x: 0.12, y: 0.12, z: 0.12}
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@ -16,6 +16,8 @@ namespace MRDL
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LeftStickY,
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RightStickX,
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RightStickY,
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LeftRightStickX,
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LeftRightStickY
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}
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[Header ("Input mapping")]
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@ -23,6 +25,7 @@ namespace MRDL
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public JoystickAxisEnum GamepadXAxis;
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public JoystickAxisEnum GamepadZAxis;
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public bool GamepadYAxisInvert = false;
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public bool GamepadXAxisInvert = false;
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public bool GamepadZAxisInvert = false;
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@ -230,6 +233,30 @@ namespace MRDL
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frameRotation.x = InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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break;
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case JoystickAxisEnum.LeftRightStickX:
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frameRotation.x = InputSources.Instance.hidGamepad.leftJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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if (GamepadXAxisInvert)
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{
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frameRotation.x -= InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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}
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else
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{
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frameRotation.x += InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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}
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break;
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case JoystickAxisEnum.LeftRightStickY:
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frameRotation.x = InputSources.Instance.hidGamepad.leftJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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if (GamepadXAxisInvert)
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{
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frameRotation.x -= InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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}
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else
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{
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frameRotation.x += InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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}
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break;
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}
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switch (GamepadYAxis)
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@ -251,6 +278,30 @@ namespace MRDL
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frameRotation.y = InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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break;
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case JoystickAxisEnum.LeftRightStickX:
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frameRotation.y = InputSources.Instance.hidGamepad.leftJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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if (GamepadYAxisInvert)
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{
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frameRotation.y -= InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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}
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else
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{
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frameRotation.y += InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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}
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break;
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case JoystickAxisEnum.LeftRightStickY:
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frameRotation.y = InputSources.Instance.hidGamepad.leftJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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if (GamepadYAxisInvert)
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{
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frameRotation.y -= InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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}
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else
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{
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frameRotation.y += InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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}
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break;
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}
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switch (GamepadZAxis)
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@ -272,6 +323,30 @@ namespace MRDL
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frameRotation.z = InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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break;
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case JoystickAxisEnum.LeftRightStickX:
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frameRotation.z = InputSources.Instance.hidGamepad.leftJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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if (GamepadZAxisInvert)
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{
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frameRotation.z -= InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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}
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else
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{
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frameRotation.z += InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
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}
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break;
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case JoystickAxisEnum.LeftRightStickY:
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frameRotation.z = InputSources.Instance.hidGamepad.leftJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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if (GamepadZAxisInvert)
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{
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frameRotation.z -= InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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}
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else
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{
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frameRotation.z += InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
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}
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break;
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}
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frameRotation.x *= (GamepadXAxisInvert ? -1 : 1);
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