now checks if you are using keyboard or gamepad (very badly)

This commit is contained in:
2022-11-27 04:10:31 +01:00
parent a3aab2de97
commit e28be76afe

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@@ -8,12 +8,21 @@ public partial class main : Node2D
public override void _Ready() public override void _Ready()
{ {
GD.Print(Input.GetConnectedJoypads());
} }
public override void _Process(double delta) public override void _Process(double delta)
{ {
//CHANGE INPUT FOR NINTENDO CONTROLLER //CHANGE INPUT FOR NINTENDO CONTROLLER
//TODO: set currentController to keyboard if keyboard for UI purposes and more //Checks if using Keyboard or controller and giving out current controller
if(Input.IsMouseButtonPressed(MouseButton.Left) || Input.IsMouseButtonPressed(MouseButton.Right))//this is a terrible way of doing this will be reworked
{
currentController = "PC";
}
if (Input.IsJoyButtonPressed(0, JoyButton.A) || Input.IsJoyButtonPressed(0, JoyButton.B))
{
currentController = Input.GetJoyName(0); currentController = Input.GetJoyName(0);
}
if (currentController.StartsWith("Nintendo")) if (currentController.StartsWith("Nintendo"))
{ {
InputMap.ActionAddEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.B}); InputMap.ActionAddEvent("ui_accept", new InputEventJoypadButton() { ButtonIndex = JoyButton.B});