| 1 |
|
| 2 |
|
| 3 |
use bevy::prelude::*; |
| 4 |
|
| 5 |
fn main() { |
| 6 |
App::new() |
| 7 |
.add_plugins(DefaultPlugins) |
| 8 |
.add_systems(Update, gamepad_system) |
| 9 |
.run(); |
| 10 |
} |
| 11 |
|
| 12 |
fn gamepad_system(gamepads: Query<(Entity, &Gamepad)>) { |
| 13 |
for (entity, gamepad) in &gamepads { |
| 14 |
if gamepad.just_pressed(GamepadButton::South) { |
| 15 |
info!("{} just pressed South", entity); |
| 16 |
} else if gamepad.just_released(GamepadButton::South) { |
| 17 |
info!("{} just released South", entity); |
| 18 |
} |
| 19 |
|
| 20 |
let right_trigger = gamepad.get(GamepadButton::RightTrigger2).unwrap(); |
| 21 |
if right_trigger.abs() > 0.01 { |
| 22 |
info!("{} RightTrigger2 value is {}", entity, right_trigger); |
| 23 |
} |
| 24 |
|
| 25 |
let left_stick_x = gamepad.get(GamepadAxis::LeftStickX).unwrap(); |
| 26 |
if left_stick_x.abs() > 0.01 { |
| 27 |
info!("{} LeftStickX value is {}", entity, left_stick_x); |
| 28 |
} |
| 29 |
} |
| 30 |
} |