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);
        }
Example #2
0
        /** 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);
        }
Example #3
0
        /** 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;
            }
        }
Example #4
0
 /** 解除。
  */
 public void UnRegist(Key_Type a_key_type)
 {
     this.list.Remove(a_key_type);
 }
Example #5
0
 /** 登録。
  */
 public void Regist(Key_Type a_key_type)
 {
     this.list.Add(a_key_type, new Key_Item(a_key_type));
 }