IInputPlayers¶
Source:
Assets/UpscaleSDK/Core/Input/Runtime/Provider/Abstractions/IInputPlayers.cs
interface IInputPlayers¶
Defines the contract for the local players of an input provider: which gamepad drives which player, joining, and gamepad loss.
Events¶
event Action<int> OnPlayerJoined¶
Occurs when a player joins (a new player index becomes active).
event Action<int> OnPlayerLeft¶
Occurs when a player is removed.
event Action<int> OnPlayerGamepadLost¶
Occurs when a player's gamepad disconnects; the player waits for a gamepad.
event Action<int> OnPlayerGamepadRegained¶
Occurs when a waiting player has a gamepad again (its own reconnected, or another one was given to it).
Properties¶
int MaxPlayers¶
Gets the number of local players the game allows at once.
bool IsMultiplayer¶
Gets whether more than one player is allowed. False: any gamepad drives player 0 and no player tracking happens.
PlayerJoinRule JoinRule¶
Gets or sets the rule for presses on gamepads that belong to no player.
Methods¶
void Update()¶
Called once per frame before bindings are read.
bool IsPlayerActive(int player)¶
bool IsWaitingForGamepad(int player)¶
IReadOnlyList<int> GetActivePlayers()¶
Gets the active player indices, in ascending order.
IReadOnlyList<int> GetPlayersWaitingForGamepad()¶
Gets the players whose gamepad is disconnected, longest-waiting first.
bool RemovePlayer(int player)¶
Removes a player and frees its gamepad. Player 0 is never removed.