public Game(MonoEventRelay monoEventRelay, UserInterface userInterface) { // These are MonoBehaviours so they have to be injected. MonoEventRelay = monoEventRelay; UserInterface = userInterface; InputManager.RegisterMap(new InputMapPC()); Data = new Data(); GameState = new GameState(this); }
public InputMapPC() { MonoEventRelay.RegisterForLateUpdate(this); bindings = new Dictionary <InputAction, KeyCode>(); // Default bindings AddBinding(InputAction.Select, KeyCode.Space); AddBinding(InputAction.Inventory, KeyCode.Tab); AddBinding(InputAction.Back, KeyCode.Backspace); AddBinding(InputAction.Interact, KeyCode.E); AddBinding(InputAction.Up, KeyCode.UpArrow); AddBinding(InputAction.Right, KeyCode.RightArrow); AddBinding(InputAction.Down, KeyCode.DownArrow); AddBinding(InputAction.Left, KeyCode.LeftArrow); AddBinding(InputAction.Drop, KeyCode.Delete); AddBinding(InputAction.LeftBumper, KeyCode.Q); // Debug AddBinding(InputAction.RightBumper, KeyCode.E); // Debug }