Method | Description | |
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Awake ( ) : void | ||
GetAnyButtonDown ( string a_playerTag ) : bool |
Checks whether any input has been pressed for the input player.
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SetControllerVibrate ( string a_playerTag, float a_motorLeft, float a_motorRight, float a_rumbleDurr, bool a_shouldShakeScreen = false ) : void |
Makes the input controller vibrate.
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Method | Description | |
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ApplyRumble ( ) : void | ||
ShakeScreenForPlayer ( string a_playerTag, float a_shakeStr, float a_shakeDurr ) : void |
Shakes the the screen for the input player.
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Start ( ) : void | ||
Update ( ) : void |
This input stuff was all figured out in an old script called 'TempDebugScript'. It's clever, because it determines which input to look for based off the player tag. InputManager update is set to run before anything else.
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public static GetAnyButtonDown ( string a_playerTag ) : bool | ||
a_playerTag | string | Input player's tag. |
return | bool |
public static SetControllerVibrate ( string a_playerTag, float a_motorLeft, float a_motorRight, float a_rumbleDurr, bool a_shouldShakeScreen = false ) : void | ||
a_playerTag | string | |
a_motorLeft | float | Vibration value for the left controller motor. Should have a maximum of 1. Is a percentage value. |
a_motorRight | float | Vibration value for the right controller motor. Should have a maximum of 1. Is a percentage value. |
a_rumbleDurr | float | How long to rumble for in seconds. |
a_shouldShakeScreen | bool | True if the screen should also be shaken with the maximum |
return | void |