public bool GetKeyCode(CustomKeyCode keyCode) { switch (keyCode) { case CustomKeyCode.CameraZoomIn: return(Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.Z) && !Input.GetKey(KeyCode.LeftAlt)); case CustomKeyCode.CameraZoomOut: return(Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.Z) && Input.GetKey(KeyCode.LeftAlt)); case CustomKeyCode.AllocateTile: return(Input.GetMouseButtonDown(0) && !Input.GetKey(KeyCode.Space) && !Input.GetKey(KeyCode.Z)); case CustomKeyCode.CameraMove: return(Input.GetMouseButton(0) && Input.GetKey(KeyCode.Space)); case CustomKeyCode.RestoreHistory: return(Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.Z) && !Input.GetKey(KeyCode.LeftAlt)); case CustomKeyCode.FrontRestoreHistory: return(Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.Z) && Input.GetKey(KeyCode.LeftAlt)); case CustomKeyCode.Save: return(Input.GetKey(KeyCode.LeftControl) && !Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.S)); case CustomKeyCode.SaveAs: return(Input.GetKey(KeyCode.LeftControl) && Input.GetKey(KeyCode.LeftShift) && Input.GetKeyDown(KeyCode.S)); } return(false); }
public void AssignKeyCode(string name, KeyCode keyCode) { CustomKeyCode customKeyCode = GetCustomKeyCode(name); if (customKeyCode != null) { customKeyCode.PositiveKeyCode = keyCode; } }
public KeyCode GetKeyCode(string name) { CustomKeyCode customKeyCode = GetCustomKeyCode(name); if (customKeyCode != null) { return(customKeyCode.PositiveKeyCode); } return(KeyCode.None); }
public void RemapUsingButton(CustomKeyCode keyCode = CustomKeyCode.Null) { if (keyCode == CustomKeyCode.Null) { return; } if (!assigningNewInput) { assigningNewInput = true; timeLeftToInput = allocatedTimeToInput; } if (timeLeftToInput > 0) { sentInputs.Add(keyCode); } }
// Makes transition between serialized keys in inspector and XInput public ButtonState?GetButtonState(CustomKeyCode _ck, PlayerIndex _index) { GamePadState i_state = GamePad.GetState(_index); switch (_ck) { case CustomKeyCode.A: return(i_state.Buttons.A); case CustomKeyCode.B: return(i_state.Buttons.B); case CustomKeyCode.Y: return(i_state.Buttons.Y); case CustomKeyCode.X: return(i_state.Buttons.X); case CustomKeyCode.LB: return(i_state.Buttons.LeftShoulder); case CustomKeyCode.RB: return(i_state.Buttons.RightShoulder); case CustomKeyCode.LT: if (_index == PlayerIndex.One) { if (i_state.Triggers.Left > PlayerPrefs.GetFloat("REU_Trigger_Treshold", GameManager.playerOne.triggerTreshold)) { return(ButtonState.Pressed); } else { return(ButtonState.Released); } } else if (_index == PlayerIndex.Two) { if (i_state.Triggers.Left > PlayerPrefs.GetFloat("REU_Trigger_Treshold", GameManager.playerOne.triggerTreshold)) { return(ButtonState.Pressed); } else { return(ButtonState.Released); } } return(null); case CustomKeyCode.RT: if (_index == PlayerIndex.One) { if (i_state.Triggers.Right > PlayerPrefs.GetFloat("REU_Trigger_Treshold", GameManager.playerOne.triggerTreshold)) { return(ButtonState.Pressed); } else { return(ButtonState.Released); } } else if (_index == PlayerIndex.Two) { if (i_state.Triggers.Right > GameManager.playerTwo.triggerTreshold) { return(ButtonState.Pressed); } else { return(ButtonState.Released); } } return(null); case CustomKeyCode.PadUp: return(i_state.DPad.Up); case CustomKeyCode.PadDown: return(i_state.DPad.Down); case CustomKeyCode.PadLeft: return(i_state.DPad.Left); case CustomKeyCode.PadRight: return(i_state.DPad.Right); case CustomKeyCode.L3: return(i_state.Buttons.LeftStick); case CustomKeyCode.R3: return(i_state.Buttons.RightStick); case CustomKeyCode.Start: return(i_state.Buttons.Start); case CustomKeyCode.Back: return(i_state.Buttons.Back); default: return(null); } }