Beispiel #1
0
    private void UpdateInputSprite()
    {
        if (m_CurrentInputKey == EInputKey.Invalid)
        {
            m_CurrentInputKey = GamePadManager.GetPlayerGamepadInputMapping((int)m_Player, m_DefaultInputKey);
            if (m_CurrentInputKey == EInputKey.Invalid)
            {
                m_CurrentInputKey = m_DefaultInputKey;
            }
        }

        InputUIInfo associatedInputUIInfo = UIConfig.Instance.GetAssociatedInputUIInfo(m_CurrentInputKey);

        if (associatedInputUIInfo != null)
        {
            m_PS4ImageInput.sprite  = associatedInputUIInfo.m_PS4Sprite;
            m_XboxImageInput.sprite = associatedInputUIInfo.m_XboxSprite;
        }
    }
Beispiel #2
0
    // =====

    /// <summary>
    ///
    /// </summary>
    /// <param name="groupName"></param>
    /// <param name="key"></param>
    /// <param name="inputUI"></param>
    public void Initialise(string groupName, Key key, InputUIManager uiManager)
    {
        //

        keyRef = key;

        this.uiManager = uiManager;

        inputInfo = new InputUIInfo(
            groupName,
            key.name,
            key.keyCode.ToString()
            );

        //

        editButton    = GetComponentInChildren <Button>();
        thisComponent = this;

        //

        keyTitle.text = inputInfo.keyTitle;
        keyText.text  = inputInfo.keyName;
    }
Beispiel #3
0
    void DisplayInputs()
    {
        InputManager.GetAttackInputList(m_PlayerInfoComponentToDisplay.GetPlayerIndex(), m_PlayerMovementComponentToDisplay.IsLeftSide(), ref m_AttackInputs);
        if (m_AttackInputs.Count > 0)
        {
            // LB is not assigned
            m_AttackInputs.RemoveAll(input => input.GetInputKey() == PlayerGamePad.K_DEFAULT_UNASSIGNED_INPUT);
        }

        if (m_AttackInputs.Count > 0)
        {
            m_TriggeredInputs.Add(new List <GameInput>(m_AttackInputs));
            if (m_TriggeredInputs.Count > m_GameInputList.transform.childCount)
            {
                m_TriggeredInputs.RemoveRange(0, (int)(m_TriggeredInputs.Count - m_GameInputList.transform.childCount));
            }

            int triggeredInputIndex;
            for (int i = 0; i < m_TriggeredInputs.Count; i++)
            {
                triggeredInputIndex = (m_TriggeredInputs.Count - 1) - i;
                Transform gameInputs = m_GameInputList.transform.GetChild(i);
                for (int j = 0; j < gameInputs.childCount; j++)
                {
                    if (j < m_TriggeredInputs[triggeredInputIndex].Count)
                    {
                        if (m_TriggeredInputs[triggeredInputIndex][j].GetInputKey() == EInputKey.LT)
                        {
                            // Check that it remains at least 2 gameinputs image to fill, else stop now
                            if (j < m_GameInputsImage[i].Count - 2)
                            {
                                InputUIInfo inputInfoA = UIConfig.Instance.GetAssociatedInputUIInfo(EInputKey.B);
                                m_GameInputsImage[i][j].sprite  = inputInfoA.m_GameSprite;
                                m_GameInputsImage[i][j].enabled = true;

                                j++;
                                InputUIInfo inputInfoB = UIConfig.Instance.GetAssociatedInputUIInfo(EInputKey.A);
                                m_GameInputsImage[i][j].sprite  = inputInfoB.m_GameSprite;
                                m_GameInputsImage[i][j].enabled = true;
                            }
                            else
                            {
                                break;
                            }
                        }
                        else if (m_TriggeredInputs[triggeredInputIndex][j].GetInputKey() == EInputKey.RT)
                        {
                            // Check that it remains at least 2 gameinputs image to fill, else stop now
                            if (j < m_GameInputsImage[i].Count - 2)
                            {
                                InputUIInfo inputInfoY = UIConfig.Instance.GetAssociatedInputUIInfo(EInputKey.Y);
                                m_GameInputsImage[i][j].sprite  = inputInfoY.m_GameSprite;
                                m_GameInputsImage[i][j].enabled = true;

                                j++;
                                InputUIInfo inputInfoX = UIConfig.Instance.GetAssociatedInputUIInfo(EInputKey.X);
                                m_GameInputsImage[i][j].sprite  = inputInfoX.m_GameSprite;
                                m_GameInputsImage[i][j].enabled = true;
                            }
                            else
                            {
                                break;
                            }
                        }
                        else
                        {
                            InputUIInfo inputInfo = UIConfig.Instance.GetAssociatedInputUIInfo(m_TriggeredInputs[triggeredInputIndex][j].GetInputKey());
                            if (inputInfo != null)
                            {
                                m_GameInputsImage[i][j].sprite  = inputInfo.m_GameSprite;
                                m_GameInputsImage[i][j].enabled = true;
                            }
                        }
                    }
                    else
                    {
                        m_GameInputsImage[i][j].enabled = false;
                    }
                }
            }

#if UNITY_EDITOR
            if (m_TextToDisplayInputs != null)
            {
                m_TextToDisplayInputs.text = string.Empty;
                for (int i = 0; i < m_TriggeredInputs.Count; i++)
                {
                    for (int j = 0; j < m_TriggeredInputs[i].Count; j++)
                    {
                        m_TextToDisplayInputs.text += m_TriggeredInputs[i][j].GetInputString();
                    }
                }
            }

            if (m_TextToDisplayInputsAttack != null)
            {
                m_TextToDisplayInputsAttack.text = m_PlayerAttackComponentToDisplay.GetTriggeredInputsString();
            }
#endif
        }
    }