mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
JoyShockLibrary (#213)
Fix PlayerInput.cs errors on MacOS Fix libraries not being added to the final build
This commit is contained in:
parent
0d59431efb
commit
3ddb77a906
10 changed files with 200 additions and 6 deletions
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@ -11,6 +11,24 @@ PluginImporter:
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Assets/Plugins/JSL/x64/libJoyShockLibrary.dylib
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@ -19,7 +40,15 @@ PluginImporter:
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BIN
Assets/Scripts/.DS_Store
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Assets/Scripts/.DS_Store
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@ -87,6 +87,17 @@ namespace HeavenStudio
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public static InputController GetInputController(int player)
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{
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// Needed so Keyboard works on MacOS
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#if UNITY_EDITOR_OSX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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//select input controller that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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@ -106,6 +117,19 @@ namespace HeavenStudio
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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//controller IDs are determined by connection order (the Keyboard is always first)
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// Needed so Keyboard works on MacOS
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#if UNITY_EDITOR_OSX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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for (int i = 0; i < inputDevices.Count; i++)
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{
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if (inputDevices[i].GetPlayer() == player)
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public static void UpdateInputControllers()
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{
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// Needed so Keyboard works on MacOS
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#if UNITY_EDITOR_OSX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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foreach (InputController i in inputDevices)
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{
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i.UpdateState();
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