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using System;
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using UnityEngine;
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namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific
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{
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public class MobileInput : VirtualInput
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{
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private void AddButton(string name)
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{
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// we have not registered this button yet so add it, happens in the constructor
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CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
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}
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private void AddAxes(string name)
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{
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// we have not registered this button yet so add it, happens in the constructor
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CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
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}
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public override float GetAxis(string name, bool raw)
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{
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if (!m_VirtualAxes.ContainsKey(name))
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{
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AddAxes(name);
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}
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return m_VirtualAxes[name].GetValue;
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}
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public override void SetButtonDown(string name)
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{
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if (!m_VirtualButtons.ContainsKey(name))
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{
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AddButton(name);
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}
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m_VirtualButtons[name].Pressed();
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}
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public override void SetButtonUp(string name)
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{
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if (!m_VirtualButtons.ContainsKey(name))
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{
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AddButton(name);
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}
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m_VirtualButtons[name].Released();
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}
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public override void SetAxisPositive(string name)
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{
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if (!m_VirtualAxes.ContainsKey(name))
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{
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AddAxes(name);
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}
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m_VirtualAxes[name].Update(1f);
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}
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public override void SetAxisNegative(string name)
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{
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if (!m_VirtualAxes.ContainsKey(name))
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{
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AddAxes(name);
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}
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m_VirtualAxes[name].Update(-1f);
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}
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public override void SetAxisZero(string name)
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{
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if (!m_VirtualAxes.ContainsKey(name))
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{
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AddAxes(name);
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}
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m_VirtualAxes[name].Update(0f);
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}
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public override void SetAxis(string name, float value)
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{
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if (!m_VirtualAxes.ContainsKey(name))
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{
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AddAxes(name);
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}
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m_VirtualAxes[name].Update(value);
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}
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public override bool GetButtonDown(string name)
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{
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if (m_VirtualButtons.ContainsKey(name))
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{
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return m_VirtualButtons[name].GetButtonDown;
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}
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AddButton(name);
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return m_VirtualButtons[name].GetButtonDown;
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}
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public override bool GetButtonUp(string name)
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{
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if (m_VirtualButtons.ContainsKey(name))
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{
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return m_VirtualButtons[name].GetButtonUp;
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}
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AddButton(name);
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return m_VirtualButtons[name].GetButtonUp;
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}
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public override bool GetButton(string name)
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{
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if (m_VirtualButtons.ContainsKey(name))
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{
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return m_VirtualButtons[name].GetButton;
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}
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AddButton(name);
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return m_VirtualButtons[name].GetButton;
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}
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public override Vector3 MousePosition()
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{
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return virtualMousePosition;
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}
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}
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}
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