public string GetBindName(gameplayActions actionToRebind, bool isAlt) { switch (actionToRebind) { case gameplayActions.ViewVector: { return(playerInput.Gameplay.Look.bindings[1].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.MoveVector: { return(playerInput.Gameplay.Move.bindings[5].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.MoveU: { return(playerInput.Gameplay.Move.bindings[1].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.MoveD: { return(playerInput.Gameplay.Move.bindings[2].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.MoveL: { return(playerInput.Gameplay.Move.bindings[3].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.MoveR: { return(playerInput.Gameplay.Move.bindings[4].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.ActionMain: { return(playerInput.Gameplay.InteractYes.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.ActionCancel: { return(playerInput.Gameplay.InteractNo.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.ActionHold: { return(playerInput.Gameplay.InteractHold.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.Blink: { return(playerInput.Gameplay.Blink.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.Crouch: { return(playerInput.Gameplay.CrouchTrigger.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.Run: { return(playerInput.Gameplay.RunHold.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.Inventory: { return(playerInput.Gameplay.Inventory.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.Save: { return(playerInput.Gameplay.Save.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.Pause: { return(playerInput.Gameplay.Pause.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.RadioNext: { return(playerInput.Gameplay.RadioNext.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } case gameplayActions.RadioPast: { return(playerInput.Gameplay.RadioBack.bindings[isAlt ? 1 : 0].ToDisplayString(InputBinding.DisplayStringOptions.DontOmitDevice)); break; } default: { return("what"); break; } } }
public void DoRebind(gameplayActions actionToRebind, bool isAlt) { switch (actionToRebind) { case gameplayActions.MoveU: { RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 1); break; } case gameplayActions.MoveD: { RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 2); break; } case gameplayActions.MoveL: { RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 3); break; } case gameplayActions.MoveR: { RemapButtonClicked(playerInput.Gameplay.Move, false, "Button", 4); break; } case gameplayActions.MoveVector: { RemapButtonClicked(playerInput.Gameplay.Move, false, "Vector2", 5); break; } case gameplayActions.ViewVector: { RemapButtonClicked(playerInput.Gameplay.Look, false, "Vector2", 1); break; } case gameplayActions.ActionMain: { RemapButtonClicked(playerInput.Gameplay.InteractYes, isAlt, "Button"); break; } case gameplayActions.ActionCancel: { RemapButtonClicked(playerInput.Gameplay.InteractNo, isAlt, "Button"); break; } case gameplayActions.ActionHold: { RemapButtonClicked(playerInput.Gameplay.InteractHold, isAlt, "Button"); break; } case gameplayActions.Blink: { RemapButtonClicked(playerInput.Gameplay.Blink, isAlt, "Button"); break; } case gameplayActions.Crouch: { RemapButtonClicked(playerInput.Gameplay.CrouchTrigger, isAlt, "Button"); break; } case gameplayActions.Run: { RemapButtonClicked(playerInput.Gameplay.RunHold, isAlt, "Button"); break; } case gameplayActions.Inventory: { RemapButtonClicked(playerInput.Gameplay.Inventory, isAlt, "Button"); break; } case gameplayActions.Save: { RemapButtonClicked(playerInput.Gameplay.Save, isAlt, "Button"); break; } case gameplayActions.Pause: { RemapButtonClicked(playerInput.Gameplay.Pause, isAlt, "Button"); break; } case gameplayActions.RadioNext: { RemapButtonClicked(playerInput.Gameplay.RadioNext, isAlt, "Button"); break; } case gameplayActions.RadioPast: { RemapButtonClicked(playerInput.Gameplay.RadioBack, isAlt, "Button"); break; } } }