Commit 20933192 by Tim Reiter

fixed gamepad input bug.

parent 7d9c2dd3
......@@ -90,7 +90,7 @@ public class Menu : MonoBehaviour
}
}
if (GamePad.GetButton(GamePad.Button.A, GamePad.Index.One))
if (GamePad.GetButtonDown(GamePad.Button.A, GamePad.Index.One))
{
if (GP1Added)
{
......@@ -110,7 +110,7 @@ public class Menu : MonoBehaviour
}
}
if (GamePad.GetButton(GamePad.Button.A, GamePad.Index.Two))
if (GamePad.GetButtonDown(GamePad.Button.A, GamePad.Index.Two))
{
if (GP2Added)
{
......@@ -130,7 +130,7 @@ public class Menu : MonoBehaviour
}
}
if (GamePad.GetButton(GamePad.Button.A, GamePad.Index.Three))
if (GamePad.GetButtonDown(GamePad.Button.A, GamePad.Index.Three))
{
if (GP3Added)
{
......@@ -149,7 +149,7 @@ public class Menu : MonoBehaviour
}
}
}
if (GamePad.GetButton(GamePad.Button.A, GamePad.Index.Four))
if (GamePad.GetButtonDown(GamePad.Button.A, GamePad.Index.Four))
{
if (GP4Added)
{
......
......@@ -82,7 +82,7 @@ public class PlayerInputMapping : MonoBehaviour {
public bool isJumpPressed()
{
if (usesGamepad) return GamePad.GetButton(GamePad.Button.A, gamepadIndex);
if (usesGamepad) return GamePad.GetButtonDown(GamePad.Button.A, gamepadIndex);
else return Input.GetKey(keyCodes[(int)Keys.Jump]);
}
......@@ -113,7 +113,7 @@ public class PlayerInputMapping : MonoBehaviour {
if (usesGamepad)
{
return (GamePad.GetTrigger(GamePad.Trigger.LeftTrigger, gamepadIndex) > 0.01f) || (GamePad.GetTrigger(GamePad.Trigger.RightTrigger, gamepadIndex) > 0.01f)
|| GamePad.GetButton(GamePad.Button.LeftShoulder, gamepadIndex) || GamePad.GetButton(GamePad.Button.RightShoulder, gamepadIndex);
|| GamePad.GetButtonDown(GamePad.Button.LeftShoulder, gamepadIndex) || GamePad.GetButtonDown(GamePad.Button.RightShoulder, gamepadIndex);
}
else return Input.GetKey(keyCodes[(int)Keys.Dash]);
}
......@@ -122,7 +122,7 @@ public class PlayerInputMapping : MonoBehaviour {
{
if (usesGamepad)
{
return GamePad.GetButton(GamePad.Button.X, gamepadIndex) || GamePad.GetButton(GamePad.Button.Y, gamepadIndex);
return GamePad.GetButtonDown(GamePad.Button.X, gamepadIndex) || GamePad.GetButtonDown(GamePad.Button.Y, gamepadIndex);
}
else return Input.GetKey(keyCodes[(int)Keys.Shoot]);
}
......
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