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Is Any Gamepad Button Pressed#

Input / Is Any Gamepad Button Pressed

  • Can Read

  • Cannot Write

Description#

Returns true if any button of the current Gamepad is being held down

Code#

using System;
using Unity.Scripting.LifecycleManagement;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
using VisualScript.Icons;

namespace VisualScript.Runtime
{
    [Get]

    [Title("Is Any Gamepad Button Pressed")]
    [Category("Input/Is Any Gamepad Button Pressed")]

    [Description("Returns true if any button of the current Gamepad is being held down")]
    [Image(typeof(IconGamepad), ColorTheme.Type.Blue, typeof(BadgeMagnifier))]

    [Keywords("Button", "Down", "Every", "Some")]

    [Serializable]
    public class TypeBoolInputGamepadAnyPress : TypeBool
    {
        [NoAutoStaticsCleanup]
        private static readonly GamepadButton[] BUTTONS =
        {
            GamepadButton.North,
            GamepadButton.South,
            GamepadButton.East,
            GamepadButton.West,
            GamepadButton.LeftStick,
            GamepadButton.RightStick,
            GamepadButton.LeftShoulder,
            GamepadButton.RightShoulder,
            GamepadButton.LeftTrigger,
            GamepadButton.RightTrigger,
            GamepadButton.Start,
            GamepadButton.Select,
            GamepadButton.DpadUp,
            GamepadButton.DpadDown,
            GamepadButton.DpadLeft,
            GamepadButton.DpadRight
        };

        public override bool Get(Args args)
        {
            Gamepad gamepad = Gamepad.current;
            if (gamepad == null) return false;

            foreach (GamepadButton button in BUTTONS)
            {
                if (gamepad[button].isPressed) return true;
            }

            return false;
        }

        public override string ToString()
        {
            return "Pressing any Gamepad Button";
        }

        protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
    }
}
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