PixelSphinx/Assets/Scripts/InputHandler/ControllerManager.cs
2016-04-08 02:13:34 -04:00

197 lines
8.9 KiB
C#

using UnityEngine;
using System.Collections;
using XInputDotNetPure;
using System.Collections.Generic;
namespace InputHandler
{
public class ControllerManager : InputManager
{
private bool[] _initialSetupDone;
private PlayerIndex[] _playerIndexes;
private GamePadState[] _gamePadPreviousStates;
private GamePadState[] _gamePadStates;
protected override void InitialSetup()
{
_initialSetupDone = new bool[MAX_PLAYER_COUNT];
_playerIndexes = new PlayerIndex[MAX_PLAYER_COUNT];
_gamePadPreviousStates = new GamePadState[MAX_PLAYER_COUNT];
_gamePadStates = new GamePadState[MAX_PLAYER_COUNT];
for (int i = 0; i < MAX_PLAYER_COUNT; i++)
{
_gamePadStates[i] = GamePad.GetState(_playerIndexes[i]);
}
}
protected override void MapInputs()
{
for (int i = 0; i < MAX_PLAYER_COUNT; i++)
{
_gamePadPreviousStates[i] = _gamePadStates[i];
_gamePadStates[i] = GamePad.GetState(_playerIndexes[i]);
if (!_gamePadPreviousStates[i].IsConnected || !_initialSetupDone[i])
{
_initialSetupDone[i] = true;
if (_gamePadStates[i].IsConnected)
{
_playerIndexes[i] = (PlayerIndex)i;
Debug.Log(string.Format("GamePad {0} is ready", _playerIndexes[i]));
}
}
MapPlayerInput(_inputMappers[i], _gamePadStates[i], _gamePadPreviousStates[i]);
}
}
// TODO: Maybe reduce it to only the inputs actually used in the game?
private void MapPlayerInput(InputMapper inputMapper, GamePadState state, GamePadState previousState)
{
foreach (int axisInt in InputMapperAsset.GetMappedXboxAxis())
{
MapXboxAxis(axisInt, inputMapper, state);
}
foreach (int buttonInt in InputMapperAsset.GetMappedXboxButtons())
{
MapXboxButton(buttonInt, inputMapper, state, previousState);
}
// TODO: Put the following code into another class, so we can have 2 distinct XboxManager and KeyboardManager classes
// We map only the keyboard keys that are going to be used in the game
foreach (int key in InputMapperAsset.GetMappedKeyboardKeys())
{
inputMapper.SetRawButtonState(100 + key, Input.GetKey((KeyCode)key), Input.GetKey((KeyCode)key) && !Input.GetKeyDown((KeyCode)key));
}
foreach (int key in InputMapperAsset.GetMappedKeyboardKeysAxis())
{
float value = Input.GetKey((KeyCode)key) ? 1f : 0f;
inputMapper.SetRawAxisValue(100 + key, value);
}
}
private void MapXboxButton(int buttonInt, InputMapper inputMapper, GamePadState state, GamePadState previousState)
{
XboxInputConstants.Buttons button = (XboxInputConstants.Buttons)buttonInt;
bool pressed = false;
bool previouslyPressed = false;
switch (button)
{
case XboxInputConstants.Buttons.A:
pressed = state.Buttons.A == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.A == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.B:
pressed = state.Buttons.B == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.B == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.X:
pressed = state.Buttons.X == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.X == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.Y:
pressed = state.Buttons.Y == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.Y == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.LeftShoulder:
pressed = state.Buttons.LeftShoulder == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.LeftShoulder == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.RightShoulder:
pressed = state.Buttons.RightShoulder == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.RightShoulder == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.Back:
pressed = state.Buttons.Back == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.Back == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.Start:
pressed = state.Buttons.Start == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.Start == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.LeftStick:
pressed = state.Buttons.LeftStick == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.LeftStick == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.RightStick:
pressed = state.Buttons.RightStick == ButtonState.Pressed;
previouslyPressed = previousState.Buttons.RightStick == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.DPadLeft:
pressed = state.DPad.Left == ButtonState.Pressed;
previouslyPressed = previousState.DPad.Left == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.DPadRight:
pressed = state.DPad.Right == ButtonState.Pressed;
previouslyPressed = previousState.DPad.Right == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.DPadUp:
pressed = state.DPad.Up == ButtonState.Pressed;
previouslyPressed = previousState.DPad.Up == ButtonState.Pressed;
break;
case XboxInputConstants.Buttons.DPadDown:
pressed = state.DPad.Down == ButtonState.Pressed;
previouslyPressed = previousState.DPad.Down == ButtonState.Pressed;
break;
}
inputMapper.SetRawButtonState(buttonInt, pressed, previouslyPressed);
}
private void MapXboxAxis(int axisInt, InputMapper inputMapper, GamePadState state)
{
XboxInputConstants.Axis axis = (XboxInputConstants.Axis)axisInt;
float value = 0f;
switch (axis)
{
case XboxInputConstants.Axis.LeftStickLeft:
// If the left stick X value is negative, we keep it and take its absolute value
value = state.ThumbSticks.Left.X < 0f ? -state.ThumbSticks.Left.X : 0f;
break;
case XboxInputConstants.Axis.LeftStickRight:
// If the left stick X value is positive, we keep it
value = state.ThumbSticks.Left.X > 0f ? state.ThumbSticks.Left.X : 0f;
break;
case XboxInputConstants.Axis.LeftStickDown:
value = state.ThumbSticks.Left.Y < 0f ? -state.ThumbSticks.Left.Y : 0f;
break;
case XboxInputConstants.Axis.LeftStickUp:
value = state.ThumbSticks.Left.Y > 0f ? state.ThumbSticks.Left.Y : 0f;
break;
case XboxInputConstants.Axis.RightStickLeft:
value = state.ThumbSticks.Right.X < 0f ? -state.ThumbSticks.Right.X : 0f;
break;
case XboxInputConstants.Axis.RightStickRight:
value = state.ThumbSticks.Right.X > 0f ? state.ThumbSticks.Right.X : 0f;
break;
case XboxInputConstants.Axis.RightStickDown:
value = state.ThumbSticks.Right.Y < 0f ? -state.ThumbSticks.Right.Y : 0f;
break;
case XboxInputConstants.Axis.RightStickUp:
value = state.ThumbSticks.Right.Y > 0f ? state.ThumbSticks.Right.Y : 0f;
break;
case XboxInputConstants.Axis.TriggerLeft:
value = state.Triggers.Left;
break;
case XboxInputConstants.Axis.TriggerRight:
value = state.Triggers.Right;
break;
}
inputMapper.SetRawAxisValue(axisInt, value);
}
}
}