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.
This commit is contained in:
Addison 2017-07-12 15:26:11 -07:00
Родитель 28d7182d69
Коммит 3dfbf8ece5
3 изменённых файлов: 117 добавлений и 14 удалений

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@ -16,6 +16,8 @@ namespace MRDL
LeftStickY,
RightStickX,
RightStickY,
LeftRightStickX,
LeftRightStickY
}
[Header ("Input mapping")]
@ -23,6 +25,7 @@ namespace MRDL
public JoystickAxisEnum GamepadXAxis;
public JoystickAxisEnum GamepadZAxis;
public bool GamepadYAxisInvert = false;
public bool GamepadXAxisInvert = false;
public bool GamepadZAxisInvert = false;
@ -230,6 +233,30 @@ namespace MRDL
frameRotation.x = InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
break;
case JoystickAxisEnum.LeftRightStickX:
frameRotation.x = InputSources.Instance.hidGamepad.leftJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
if (GamepadXAxisInvert)
{
frameRotation.x -= InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
}
else
{
frameRotation.x += InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
}
break;
case JoystickAxisEnum.LeftRightStickY:
frameRotation.x = InputSources.Instance.hidGamepad.leftJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
if (GamepadXAxisInvert)
{
frameRotation.x -= InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
}
else
{
frameRotation.x += InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
}
break;
}
switch (GamepadYAxis)
@ -251,6 +278,30 @@ namespace MRDL
frameRotation.y = InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
break;
case JoystickAxisEnum.LeftRightStickX:
frameRotation.y = InputSources.Instance.hidGamepad.leftJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
if (GamepadYAxisInvert)
{
frameRotation.y -= InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
}
else
{
frameRotation.y += InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
}
break;
case JoystickAxisEnum.LeftRightStickY:
frameRotation.y = InputSources.Instance.hidGamepad.leftJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
if (GamepadYAxisInvert)
{
frameRotation.y -= InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
}
else
{
frameRotation.y += InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
}
break;
}
switch (GamepadZAxis)
@ -272,6 +323,30 @@ namespace MRDL
frameRotation.z = InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
break;
case JoystickAxisEnum.LeftRightStickX:
frameRotation.z = InputSources.Instance.hidGamepad.leftJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
if (GamepadZAxisInvert)
{
frameRotation.z -= InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
}
else
{
frameRotation.z += InputSources.Instance.hidGamepad.rightJoyVector.x * GamepadTrackingSpeed * Time.deltaTime;
}
break;
case JoystickAxisEnum.LeftRightStickY:
frameRotation.z = InputSources.Instance.hidGamepad.leftJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
if (GamepadZAxisInvert)
{
frameRotation.z -= InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
}
else
{
frameRotation.z += InputSources.Instance.hidGamepad.rightJoyVector.y * GamepadTrackingSpeed * Time.deltaTime;
}
break;
}
frameRotation.x *= (GamepadXAxisInvert ? -1 : 1);

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