using System; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific { public class StandaloneInput : VirtualInput { public override float GetAxis(string name, bool raw) { if (!raw) { return Input.GetAxis(name); } return Input.GetAxisRaw(name); } public override bool GetButton(string name) { return Input.GetButton(name); } public override bool GetButtonDown(string name) { return Input.GetButtonDown(name); } public override bool GetButtonUp(string name) { return Input.GetButtonUp(name); } public override void SetButtonDown(string name) { throw new Exception(" This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetButtonUp(string name) { throw new Exception(" This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxisPositive(string name) { throw new Exception(" This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxisNegative(string name) { throw new Exception(" This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxisZero(string name) { throw new Exception(" This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxis(string name, float value) { throw new Exception(" This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override Vector3 MousePosition() { return Input.mousePosition; } } }