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Im getting an error CS0115 cs.

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using UnityEngine; using System.Collections; namespace Opsive.ThirdPersonController.Input { /// /// Acts as a common base class for Control Freak input. /// public class ControlFreakInput : PlayerInput { // Internal variables private bool m_AllowGameplayInput = true; /// /// Assign the static variables and initialize the default values. /// private void OnEnable() { s_PlayerInput = this; } /// /// Register for any events that the handler should be aware of. /// private void Start() { EventHandler.RegisterEvent(gameObject, "OnAllowGameplayInput", AllowGameplayInput); } /// /// Internal method to determine if the disabled button is down. /// /// Should the primary input be checked? /// True if the disabled button is down. protected override bool IsDisabledButtonDownInternal(bool primaryInput) { return GetButton(primaryInput ? Constants.PrimaryDisableButtonName : Constants.SecondaryDisableButtonName, true); } /// /// Internal method to return true if the button is being pressed. /// /// The name of the button. /// True of the button is being pressed. protected override bool GetButtonInternal(string name, bool positiveAxis) { if (!m_AllowGameplayInput) { return false; } return CFInput.GetButton(name); } /// /// Internal method to return true if the button was pressed this frame. Will use the joystick axis if a joystick is connected. /// /// The name of the button. /// If using a joystick, is the joystick axis positive? /// True if the button is pressed this frame. protected override bool GetButtonDownInternal(string name, bool positiveAxis) { if (!m_AllowGameplayInput) { return false; } return CFInput.GetButtonDown(name); } /// /// Internal method to return true if the button was pressed this frame. /// /// The name of the button. /// True if the button is pressed this frame. protected override bool GetButtonDownInternal(string name) { return CFInput.GetButtonDown(name); } /// /// Internal method to return true if the button is up. /// /// The name of the button. /// Should the input be using the joystick if connected? /// True if the button is up. protected override bool GetButtonUpInternal(string name, bool useJoystickAxis) { return CFInput.GetButtonUp(name); } /// /// Internal method to return true if a double tap occurred. /// /// True if a double tap occurred. protected override bool GetDoublePressInternal() { if (UnityEngine.Input.touchCount == 0) { return false; } var touch = UnityEngine.Input.touches[0]; return touch.tapCount == 2; } /// /// Internal method to return the value of the axis with the specified name. /// /// The name of the axis. /// The value of the axis. protected override float GetAxisInternal(string name) { return CFInput.GetAxis(name); } /// /// Internal method to return the value of the raw axis with the specified name. /// /// The name of the axis. /// The value of the raw axis. protected override float GetAxisRawInternal(string name) { return CFInput.GetAxisRaw(name); } /// /// Should the mouse be used? /// /// True if the mouse should be used. protected bool UseMouseInternal() { return false; } /// /// Internal method to return the position of the mouse. /// /// The mouse position. protected override Vector2 GetMousePositionInternal() { return CFInput.mousePosition; } /// /// Is gameplay input allowed? An example of when it will not be allowed is when there is a fullscreen UI over the main camera. /// /// True if gameplay is allowed. private void AllowGameplayInput(bool allow) { m_AllowGameplayInput = allow; } } } I corrected one of the errors but I don't understand this one.

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