Example #1
0
 void Awake()
 {
     instance = this;
     // Here, the key bindings are set to what is stored in the save file. If it is unable to find the stored (KeyCode), then the named input is set to a defined default KeyCode.
     fullPath = Application.dataPath + "/SaveData/Data/" + fileName + ".xml";
     if (File.Exists(fullPath))
     {
         // Load it
         Load();
         forwardText.text  = keys["Forward"].ToString();
         backwardText.text = keys["Backward"].ToString();
         jumpText.text     = keys["Jump"].ToString();
         leftText.text     = keys["Left"].ToString();
         rightText.text    = keys["Right"].ToString();
     }
     else
     {
         // Add defaults
         // set out keys to the preset keys we may have saved, else set the keys to default
         keys.Add("Forward", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Forward", "W")));
         keys.Add("Backward", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Backward", "S")));
         keys.Add("Jump", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Jump", "Space")));
         keys.Add("Left", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Left", "A")));
         keys.Add("Right", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Right", "D")));
     }
 }
Example #2
0
    void Awake()
    {
        forward   = Camera.main.transform.forward;
        forward.y = 0;
        forward.Normalize();
        right = Quaternion.Euler(new Vector3(0, 90, 0)) * forward;

        playerInput = GetComponent <MenuInputHandler>();
    }
    public void SetPlayerControlActions(PlayerControlActions action)
    {
        if (menuInputHandler != null)
        {
            menuInputHandler.DestroyPlayerAction();
        }

        if (action != null)
        {
            menuInputHandler = new DefaultMenuInputHandler(action);
        }

        OnPlayerActionChanged(action);
    }
Example #4
0
    void Awake()
    {
        forward   = Camera.main.transform.forward;
        forward.y = 0;
        forward.Normalize();
        right = Quaternion.Euler(new Vector3(0, 90, 0)) * forward;

        rb               = GetComponent <Rigidbody>();
        playerInput      = GetComponent <MenuInputHandler>();
        playerController = GetComponent <MenuPlayerController>();
        minInput         = playerController.GetMinInput();
        buildUpRot       = playerController.GetBuildUpRot();

        originalY = transform.position.y;
    }
Example #5
0
 private void Awake()
 {
     menuInputHandler = GetComponent <MenuInputHandler>();
 }
Example #6
0
 private void OnDestroy()
 {
     instance = null;
     Save();
 }