internal void OnGetKeyButtonPressed() { Manager manager = new Manager(); Key_Type key_Type = new Key_Type(); key_Type.keyType = "Une"; manager.insert(key_Type); manager.selectAll(key_Type); }
/** 取得。 */ public Key_Item GetKey(Key_Type a_key_type) { Key_Item t_key_item; if (this.list.TryGetValue(a_key_type, out t_key_item) == true) { return(t_key_item); } return(null); }
/** constructor */ public Key_Item(Key_Type a_key_type) { //digital this.digital.Reset(); //key switch (a_key_type) { case Key_Type.A: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.A; #endif this.inputmanager_key = UnityEngine.KeyCode.A; } break; case Key_Type.B: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.B; #endif this.inputmanager_key = UnityEngine.KeyCode.B; } break; case Key_Type.C: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.C; #endif this.inputmanager_key = UnityEngine.KeyCode.C; } break; case Key_Type.D: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.D; #endif this.inputmanager_key = UnityEngine.KeyCode.D; } break; case Key_Type.E: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.E; #endif this.inputmanager_key = UnityEngine.KeyCode.E; } break; case Key_Type.F: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F; #endif this.inputmanager_key = UnityEngine.KeyCode.F; } break; case Key_Type.G: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.G; #endif this.inputmanager_key = UnityEngine.KeyCode.G; } break; case Key_Type.H: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.H; #endif this.inputmanager_key = UnityEngine.KeyCode.H; } break; case Key_Type.I: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.I; #endif this.inputmanager_key = UnityEngine.KeyCode.I; } break; case Key_Type.J: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.J; #endif this.inputmanager_key = UnityEngine.KeyCode.J; } break; case Key_Type.K: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.K; #endif this.inputmanager_key = UnityEngine.KeyCode.K; } break; case Key_Type.L: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.L; #endif this.inputmanager_key = UnityEngine.KeyCode.L; } break; case Key_Type.M: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.M; #endif this.inputmanager_key = UnityEngine.KeyCode.M; } break; case Key_Type.N: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.N; #endif this.inputmanager_key = UnityEngine.KeyCode.N; } break; case Key_Type.O: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.O; #endif this.inputmanager_key = UnityEngine.KeyCode.O; } break; case Key_Type.P: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.P; #endif this.inputmanager_key = UnityEngine.KeyCode.P; } break; case Key_Type.Q: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Q; #endif this.inputmanager_key = UnityEngine.KeyCode.Q; } break; case Key_Type.R: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.R; #endif this.inputmanager_key = UnityEngine.KeyCode.R; } break; case Key_Type.S: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.S; #endif this.inputmanager_key = UnityEngine.KeyCode.S; } break; case Key_Type.T: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.T; #endif this.inputmanager_key = UnityEngine.KeyCode.T; } break; case Key_Type.U: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.U; #endif this.inputmanager_key = UnityEngine.KeyCode.U; } break; case Key_Type.V: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.V; #endif this.inputmanager_key = UnityEngine.KeyCode.V; } break; case Key_Type.W: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.W; #endif this.inputmanager_key = UnityEngine.KeyCode.W; } break; case Key_Type.X: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.X; #endif this.inputmanager_key = UnityEngine.KeyCode.X; } break; case Key_Type.Y: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Y; #endif this.inputmanager_key = UnityEngine.KeyCode.Y; } break; case Key_Type.Z: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Z; #endif this.inputmanager_key = UnityEngine.KeyCode.Z; } break; case Key_Type.N0: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit0; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha0; } break; case Key_Type.N1: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit1; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha1; } break; case Key_Type.N2: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit2; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha2; } break; case Key_Type.N3: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit3; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha3; } break; case Key_Type.N4: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit4; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha4; } break; case Key_Type.N5: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit5; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha5; } break; case Key_Type.N6: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit6; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha6; } break; case Key_Type.N7: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit7; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha7; } break; case Key_Type.N8: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit8; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha8; } break; case Key_Type.N9: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Digit9; #endif this.inputmanager_key = UnityEngine.KeyCode.Alpha9; } break; case Key_Type.F1: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F1; #endif this.inputmanager_key = UnityEngine.KeyCode.F1; } break; case Key_Type.F2: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F2; #endif this.inputmanager_key = UnityEngine.KeyCode.F2; } break; case Key_Type.F3: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F3; #endif this.inputmanager_key = UnityEngine.KeyCode.F3; } break; case Key_Type.F4: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F4; #endif this.inputmanager_key = UnityEngine.KeyCode.F4; } break; case Key_Type.F5: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F5; #endif this.inputmanager_key = UnityEngine.KeyCode.F5; } break; case Key_Type.F6: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F6; #endif this.inputmanager_key = UnityEngine.KeyCode.F6; } break; case Key_Type.F7: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F7; #endif this.inputmanager_key = UnityEngine.KeyCode.F7; } break; case Key_Type.F8: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F8; #endif this.inputmanager_key = UnityEngine.KeyCode.F8; } break; case Key_Type.F9: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F9; #endif this.inputmanager_key = UnityEngine.KeyCode.F9; } break; case Key_Type.F10: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F10; #endif this.inputmanager_key = UnityEngine.KeyCode.F10; } break; case Key_Type.F11: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F11; #endif this.inputmanager_key = UnityEngine.KeyCode.F11; } break; case Key_Type.F12: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.F12; #endif this.inputmanager_key = UnityEngine.KeyCode.F12; } break; case Key_Type.P0: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad0; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad0; } break; case Key_Type.P1: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad1; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad1; } break; case Key_Type.P2: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad2; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad2; } break; case Key_Type.P3: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad3; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad3; } break; case Key_Type.P4: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad4; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad4; } break; case Key_Type.P5: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad5; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad5; } break; case Key_Type.P6: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad6; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad6; } break; case Key_Type.P7: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad7; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad7; } break; case Key_Type.P8: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad8; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad8; } break; case Key_Type.P9: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Numpad9; #endif this.inputmanager_key = UnityEngine.KeyCode.Keypad9; } break; case Key_Type.PadEnter: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.NumpadEnter; #endif this.inputmanager_key = UnityEngine.KeyCode.KeypadEnter; } break; case Key_Type.PadPeriod: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.NumpadPeriod; #endif this.inputmanager_key = UnityEngine.KeyCode.KeypadPeriod; } break; case Key_Type.PadPlus: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.NumpadPlus; #endif this.inputmanager_key = UnityEngine.KeyCode.KeypadPlus; } break; case Key_Type.PadMinus: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.NumpadMinus; #endif this.inputmanager_key = UnityEngine.KeyCode.KeypadMinus; } break; case Key_Type.PadMultiply: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.NumpadMultiply; #endif this.inputmanager_key = UnityEngine.KeyCode.KeypadMultiply; } break; case Key_Type.PadDivide: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.NumpadDivide; #endif this.inputmanager_key = UnityEngine.KeyCode.KeypadDivide; } break; case Key_Type.Up: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.UpArrow; #endif this.inputmanager_key = UnityEngine.KeyCode.UpArrow; } break; case Key_Type.Down: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.DownArrow; #endif this.inputmanager_key = UnityEngine.KeyCode.DownArrow; } break; case Key_Type.Left: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.LeftArrow; #endif this.inputmanager_key = UnityEngine.KeyCode.LeftArrow; } break; case Key_Type.Right: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.RightArrow; #endif this.inputmanager_key = UnityEngine.KeyCode.RightArrow; } break; case Key_Type.Enter: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Enter; #endif this.inputmanager_key = UnityEngine.KeyCode.Return; } break; case Key_Type.Space: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Space; #endif this.inputmanager_key = UnityEngine.KeyCode.Space; } break; case Key_Type.LeftShift: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.LeftShift; #endif this.inputmanager_key = UnityEngine.KeyCode.LeftShift; } break; case Key_Type.RightShift: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.RightShift; #endif this.inputmanager_key = UnityEngine.KeyCode.RightShift; } break; case Key_Type.LeftCtrl: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.LeftCtrl; #endif this.inputmanager_key = UnityEngine.KeyCode.LeftControl; } break; case Key_Type.RightCtrl: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.RightCtrl; #endif this.inputmanager_key = UnityEngine.KeyCode.RightControl; } break; case Key_Type.LeftAlt: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.LeftAlt; #endif this.inputmanager_key = UnityEngine.KeyCode.LeftAlt; } break; case Key_Type.RightAlt: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.RightAlt; #endif this.inputmanager_key = UnityEngine.KeyCode.RightAlt; } break; case Key_Type.Tab: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Tab; #endif this.inputmanager_key = UnityEngine.KeyCode.Tab; } break; case Key_Type.Esc: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Escape; #endif this.inputmanager_key = UnityEngine.KeyCode.Escape; } break; case Key_Type.Backspace: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Backspace; #endif this.inputmanager_key = UnityEngine.KeyCode.Backspace; } break; case Key_Type.Insert: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Insert; #endif this.inputmanager_key = UnityEngine.KeyCode.Insert; } break; case Key_Type.Delete: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Delete; #endif this.inputmanager_key = UnityEngine.KeyCode.Delete; } break; case Key_Type.Home: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Home; #endif this.inputmanager_key = UnityEngine.KeyCode.Home; } break; case Key_Type.End: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.End; #endif this.inputmanager_key = UnityEngine.KeyCode.End; } break; case Key_Type.PageUp: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.PageUp; #endif this.inputmanager_key = UnityEngine.KeyCode.PageUp; } break; case Key_Type.PageDown: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.PageDown; #endif this.inputmanager_key = UnityEngine.KeyCode.PageDown; } break; case Key_Type.Pause: { #if (USE_DEF_FEE_INPUTSYSTEM) this.inputsystem_key = UnityEngine_InputSystem.Key.Pause; #endif this.inputmanager_key = UnityEngine.KeyCode.Pause; } break; default: { Tool.Assert(false); } break; } }
/** 解除。 */ public void UnRegist(Key_Type a_key_type) { this.list.Remove(a_key_type); }
/** 登録。 */ public void Regist(Key_Type a_key_type) { this.list.Add(a_key_type, new Key_Item(a_key_type)); }