Example #1
0
    void CreatKeyList(ref KeySettingItem[] _array, int _count, KeyCategory _keycate)
    {
        if (_array == null)
        {
            KeyCategoryItem cateitem = Instantiate(mCategoryPrefab) as KeyCategoryItem;
            cateitem.transform.parent        = mKeysSetGrid.transform;
            cateitem.transform.localScale    = Vector3.one;
            cateitem.transform.localPosition = Vector3.zero;
            cateitem.transform.localRotation = Quaternion.identity;
            cateitem.mStringID = (int)_keycate;

            _array = new KeySettingItem[_count];

            for (int i = 0; i < _count; i++)
            {
                KeySettingItem addItem = Instantiate(mPerfab) as KeySettingItem;
                addItem.transform.parent        = mKeysSetGrid.transform;
                addItem.transform.localScale    = Vector3.one;
                addItem.transform.localPosition = Vector3.zero;
                addItem.transform.localRotation = Quaternion.identity;
                addItem.gameObject.name         = "KeySetting" + i;
                switch (_keycate)
                {
                case KeyCategory.Common:
                    addItem._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[0][i]);
                    addItem._keySettingName = PeInput.StrIdOfGeneral(i);
                    break;

                case KeyCategory.Character:
                    addItem._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[1][i]);
                    addItem._keySettingName = PeInput.StrIdOfChrCtrl(i);
                    break;

                case KeyCategory.Construct:
                    addItem._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[2][i]);
                    addItem._keySettingName = PeInput.StrIdOfBuildMd(i);
                    break;

                case KeyCategory.Carrier:
                    addItem._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[3][i]);
                    addItem._keySettingName = PeInput.StrIdOfVehicle(i);
                    break;
                }
                _array[i] = addItem;
            }
        }
        else
        {
            for (int i = 0; i < _count; i++)
            {
                switch (_keycate)
                {
                case KeyCategory.Common:
                    _array[i]._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[0][i]);
                    _array[i]._keySettingName = PeInput.StrIdOfGeneral(i);
                    break;

                case KeyCategory.Character:
                    _array[i]._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[1][i]);
                    _array[i]._keySettingName = PeInput.StrIdOfChrCtrl(i);
                    break;

                case KeyCategory.Construct:
                    _array[i]._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[2][i]);
                    _array[i]._keySettingName = PeInput.StrIdOfBuildMd(i);
                    break;

                case KeyCategory.Carrier:
                    _array[i]._keySetting     = new PeInput.KeyJoySettingPair(PeInput.SettingsAll[3][i]);
                    _array[i]._keySettingName = PeInput.StrIdOfVehicle(i);
                    break;
                }
            }
        }
    }