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using System;
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using UnityEngine;
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using UnityStandardAssets.CrossPlatformInput.PlatformSpecific;
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namespace UnityStandardAssets.CrossPlatformInput
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{
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public static class CrossPlatformInputManager
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{
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public enum ActiveInputMethod
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{
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Hardware,
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Touch
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}
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private static VirtualInput activeInput;
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private static VirtualInput s_TouchInput;
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private static VirtualInput s_HardwareInput;
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static CrossPlatformInputManager()
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{
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s_TouchInput = new MobileInput();
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s_HardwareInput = new StandaloneInput();
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#if MOBILE_INPUT
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activeInput = s_TouchInput;
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#else
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activeInput = s_HardwareInput;
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#endif
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}
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public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod)
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{
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switch (activeInputMethod)
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{
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case ActiveInputMethod.Hardware:
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activeInput = s_HardwareInput;
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break;
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case ActiveInputMethod.Touch:
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activeInput = s_TouchInput;
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break;
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}
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}
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public static bool AxisExists(string name)
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{
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return activeInput.AxisExists(name);
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}
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public static bool ButtonExists(string name)
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{
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return activeInput.ButtonExists(name);
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}
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public static void RegisterVirtualAxis(VirtualAxis axis)
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{
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activeInput.RegisterVirtualAxis(axis);
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}
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public static void RegisterVirtualButton(VirtualButton button)
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{
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activeInput.RegisterVirtualButton(button);
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}
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public static void UnRegisterVirtualAxis(string name)
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{
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if (name == null)
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{
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throw new ArgumentNullException("name");
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}
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activeInput.UnRegisterVirtualAxis(name);
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}
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public static void UnRegisterVirtualButton(string name)
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{
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activeInput.UnRegisterVirtualButton(name);
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}
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// returns a reference to a named virtual axis if it exists otherwise null
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public static VirtualAxis VirtualAxisReference(string name)
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{
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return activeInput.VirtualAxisReference(name);
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}
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// returns the platform appropriate axis for the given name
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public static float GetAxis(string name)
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{
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return GetAxis(name, false);
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}
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public static float GetAxisRaw(string name)
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{
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return GetAxis(name, true);
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}
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// private function handles both types of axis (raw and not raw)
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private static float GetAxis(string name, bool raw)
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{
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return activeInput.GetAxis(name, raw);
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}
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// -- Button handling --
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public static bool GetButton(string name)
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{
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return activeInput.GetButton(name);
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}
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public static bool GetButtonDown(string name)
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{
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return activeInput.GetButtonDown(name);
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}
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public static bool GetButtonUp(string name)
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{
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return activeInput.GetButtonUp(name);
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}
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public static void SetButtonDown(string name)
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{
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activeInput.SetButtonDown(name);
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}
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public static void SetButtonUp(string name)
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{
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activeInput.SetButtonUp(name);
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}
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public static void SetAxisPositive(string name)
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{
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activeInput.SetAxisPositive(name);
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}
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public static void SetAxisNegative(string name)
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{
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activeInput.SetAxisNegative(name);
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}
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public static void SetAxisZero(string name)
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{
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activeInput.SetAxisZero(name);
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}
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public static void SetAxis(string name, float value)
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{
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activeInput.SetAxis(name, value);
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}
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public static Vector3 mousePosition
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{
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get { return activeInput.MousePosition(); }
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}
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public static void SetVirtualMousePositionX(float f)
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{
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activeInput.SetVirtualMousePositionX(f);
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}
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public static void SetVirtualMousePositionY(float f)
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{
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activeInput.SetVirtualMousePositionY(f);
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}
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public static void SetVirtualMousePositionZ(float f)
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{
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activeInput.SetVirtualMousePositionZ(f);
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}
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// virtual axis and button classes - applies to mobile input
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// Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation.
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// Could also be implemented by other input devices - kinect, electronic sensors, etc
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public class VirtualAxis
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{
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public string name { get; private set; }
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private float m_Value;
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public bool matchWithInputManager { get; private set; }
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public VirtualAxis(string name)
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: this(name, true)
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{
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}
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public VirtualAxis(string name, bool matchToInputSettings)
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{
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this.name = name;
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matchWithInputManager = matchToInputSettings;
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}
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// removes an axes from the cross platform input system
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public void Remove()
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{
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UnRegisterVirtualAxis(name);
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}
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// a controller gameobject (eg. a virtual thumbstick) should update this class
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public void Update(float value)
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{
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m_Value = value;
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}
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public float GetValue
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{
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get { return m_Value; }
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}
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public float GetValueRaw
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{
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get { return m_Value; }
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}
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}
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// a controller gameobject (eg. a virtual GUI button) should call the
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// 'pressed' function of this class. Other objects can then read the
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// Get/Down/Up state of this button.
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public class VirtualButton
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{
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public string name { get; private set; }
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public bool matchWithInputManager { get; private set; }
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private int m_LastPressedFrame = -5;
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private int m_ReleasedFrame = -5;
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private bool m_Pressed;
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public VirtualButton(string name)
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: this(name, true)
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{
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}
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public VirtualButton(string name, bool matchToInputSettings)
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{
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this.name = name;
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matchWithInputManager = matchToInputSettings;
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}
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// A controller gameobject should call this function when the button is pressed down
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public void Pressed()
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{
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if (m_Pressed)
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{
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return;
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}
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m_Pressed = true;
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m_LastPressedFrame = Time.frameCount;
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}
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// A controller gameobject should call this function when the button is released
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public void Released()
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{
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m_Pressed = false;
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m_ReleasedFrame = Time.frameCount;
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}
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// the controller gameobject should call Remove when the button is destroyed or disabled
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public void Remove()
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{
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UnRegisterVirtualButton(name);
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}
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// these are the states of the button which can be read via the cross platform input system
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public bool GetButton
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{
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get { return m_Pressed; }
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}
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public bool GetButtonDown
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{
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get
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{
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return m_LastPressedFrame - Time.frameCount == -1;
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}
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}
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public bool GetButtonUp
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{
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get
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{
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return (m_ReleasedFrame == Time.frameCount - 1);
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}
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}
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}
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}
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}
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