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28 lines
1.4 KiB
Plaintext
28 lines
1.4 KiB
Plaintext
Getting started
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1. If not already done, download and import CarbonInput from Unity Asset Store
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2. Initialize the input system by clicking the following menut item:
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Edit > Project Settings > Carbon Input > Create Carbon Input Axes
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Now the necessary axes are automatically set up and you can start using CarbonInput
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3. Query a button or axis directly:
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bool button = GamePad.GetButton(CButton.A);
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float axis = GamePad.GetAxis(CAxis.LX);
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You could also query a Vector2:
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Vector2 leftStick = GamePad.GetStick(CStick.Left);
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// alternative:
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Vector2 leftStick = GamePad.GetLeftStick();
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4. You can also query the complete state of a gamepad:
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GamePadState state = GamePad.GetState();
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bool fire = state.A;
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Vector2 move = state.Left;
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The GamePadState does not only store the current state, but also the state from the last frame.
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Therefor you can also check if a button was pressed or released during this frame:
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bool pressed = state.Pressed(CButton.A);
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bool released = state.Released(CButton.A);
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5. The mentioned methods are able to accept a PlayerIndex as an optional parameter.
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If you don't specify an index, the special index PlayerIndex.Any is used.
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Example for second player: GamePad.GetButton(CButton.A, PlayerIndex.Two)
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That's basically all.
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p.s.
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If you want to have icons for the CarbonInput asset files, you have to move the content of the CarbonInput/Gizmos folder to the Gizmos folder in your assets root directory.
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