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); }
//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; } }