Ejemplo n.º 1
0
    public void ShowRandomisedKey(InputManager.PlayerKeys playerKey, KeyCode newKeyCode)
    {
        scoreText.text      = "";
        livesRemaining.text = "";

        string inputName;

        switch (playerKey)
        {
        case InputManager.PlayerKeys.Left:
            inputName = "Left";
            break;

        case InputManager.PlayerKeys.Right:
            inputName = "Right";
            break;

        case InputManager.PlayerKeys.Jump:
            inputName = "Jump";
            break;

        case InputManager.PlayerKeys.Action:
            inputName = "Action";
            break;

        default:
            inputName = "";
            break;
        }

        continueText.text = "Input Changed!\n" + inputName + " : " + newKeyCode.ToString() + "\nPress Action button to continue";
    }
    public void RandomiseInput(int playerNumber)
    {
        InputManager.PlayerKeys playerKeySelected = (InputManager.PlayerKeys)UnityEngine.Random.Range(0, 4);
        KeyCode newKeyCode = Manager <InputManager> .Instance.RandomiseOnePlayerKey(playerKeySelected, playerNumber);

        Manager <UIManager> .Instance.ShowRandomisedKey(playerKeySelected, newKeyCode);
    }
Ejemplo n.º 3
0
    //Change UI to show new key
    public void UpdateKeyUI(InputManager.PlayerKeys key, KeyCode keyCode, int playerNumber) //Modify when multiplayer UI set up
    {
        switch (key)
        {
        case InputManager.PlayerKeys.Left:
            moveLeft[playerNumber].text = "Left = " + keyCode.ToString();
            break;

        case InputManager.PlayerKeys.Right:
            moveRight[playerNumber].text = "Right = " + keyCode.ToString();
            break;

        case InputManager.PlayerKeys.Jump:
            jump[playerNumber].text = "Jump = " + keyCode.ToString();
            break;

        case InputManager.PlayerKeys.Action:
            action[playerNumber].text = "Action = " + keyCode.ToString();
            break;

        default:
            break;
        }
    }