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https://github.com/bevyengine/bevy
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01e2141ce3
# Objective Fixes #3245 ## Solution - Move GamepadLobby to lib - Add connection_system to InputPlugin - Updated gamepad_input example Co-authored-by: CrazyRoka <rokarostuk@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
37 lines
1.2 KiB
Rust
37 lines
1.2 KiB
Rust
use bevy::{input::gamepad::GamepadButton, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_system(gamepad_system)
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.run();
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}
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fn gamepad_system(
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gamepads: Res<Gamepads>,
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button_inputs: Res<Input<GamepadButton>>,
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button_axes: Res<Axis<GamepadButton>>,
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axes: Res<Axis<GamepadAxis>>,
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) {
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for gamepad in gamepads.iter().cloned() {
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if button_inputs.just_pressed(GamepadButton(gamepad, GamepadButtonType::South)) {
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info!("{:?} just pressed South", gamepad);
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} else if button_inputs.just_released(GamepadButton(gamepad, GamepadButtonType::South)) {
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info!("{:?} just released South", gamepad);
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}
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let right_trigger = button_axes
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.get(GamepadButton(gamepad, GamepadButtonType::RightTrigger2))
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.unwrap();
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if right_trigger.abs() > 0.01 {
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info!("{:?} RightTrigger2 value is {}", gamepad, right_trigger);
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}
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let left_stick_x = axes
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.get(GamepadAxis(gamepad, GamepadAxisType::LeftStickX))
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.unwrap();
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if left_stick_x.abs() > 0.01 {
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info!("{:?} LeftStickX value is {}", gamepad, left_stick_x);
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}
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}
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}
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