public void SetPlayerKeys(EKeyset pKeyset, PlayerKeys pKeys) { SetPlayerActionKey(pKeyset, EActionKey.Up, pKeys.moveUp); SetPlayerActionKey(pKeyset, EActionKey.Right, pKeys.moveRight); SetPlayerActionKey(pKeyset, EActionKey.Down, pKeys.moveDown); SetPlayerActionKey(pKeyset, EActionKey.Left, pKeys.moveLeft); SetPlayerActionKey(pKeyset, EActionKey.Swap, pKeys.swapWeapon); SetPlayerActionKey(pKeyset, EActionKey.Use, pKeys.useWeapon); }
internal static KeyCode GetKeysetKey(EKeyset pKeyset, EActionKey pAction) { string name = GenerateKeysetActionName(pKeyset, pAction); if (!PlayerPrefs.HasKey(name)) { return(KeyCode.None); } return((KeyCode)PlayerPrefs.GetInt(name)); }
public PlayerKeys GetPlayerKeys(EKeyset pSet) { if (!keys.ContainsKey(pSet)) { if (Time.time > 1) { Debug.LogError($"Set {pSet} not defined"); } return(new PlayerKeys(pSet)); } return(keys[pSet]); }
public PlayerKeys(EKeyset pDefaultValues) { switch (pDefaultValues) { case EKeyset.KeysetA: moveUp = KeyCode.W; moveRight = KeyCode.D; moveDown = KeyCode.S; moveLeft = KeyCode.A; useWeapon = KeyCode.LeftControl; swapWeapon = KeyCode.LeftShift; break; case EKeyset.KeysetB: moveUp = KeyCode.UpArrow; moveRight = KeyCode.RightArrow; moveDown = KeyCode.DownArrow; moveLeft = KeyCode.LeftArrow; useWeapon = KeyCode.RightControl; swapWeapon = KeyCode.RightShift; break; case EKeyset.KeysetC: moveUp = KeyCode.I; moveRight = KeyCode.L; moveDown = KeyCode.K; moveLeft = KeyCode.J; useWeapon = KeyCode.O; swapWeapon = KeyCode.P; break; case EKeyset.KeysetD: moveUp = KeyCode.Keypad8; moveRight = KeyCode.Keypad6; moveDown = KeyCode.Keypad5; moveLeft = KeyCode.Keypad4; useWeapon = KeyCode.Keypad1; swapWeapon = KeyCode.Keypad0; break; default: moveUp = KeyCode.None; moveRight = KeyCode.None; moveDown = KeyCode.None; moveLeft = KeyCode.None; useWeapon = KeyCode.None; swapWeapon = KeyCode.None; break; } }
internal void UpdateKeySet(EKeyset pSet, PlayerKeys pPlayerKeys) { if (!keys.ContainsKey(pSet)) { keys.Add(pSet, pPlayerKeys); } else { keys[pSet] = pPlayerKeys; } brainiacs.PlayerPrefs.SetPlayerKeys(pSet, pPlayerKeys); }
//DEBUG INIT public PlayerInitInfo( int pNumber, EHero pHero, string pName, EPlayerColor pColor, EPlayerType pPlayerType, EKeyset pKeyset = EKeyset.None, PhotonPlayer pPhotonPlayer = null) { Number = pNumber; Hero = pHero; Name = pName; Color = pColor; PlayerType = pPlayerType; PhotonPlayer = pPhotonPlayer; Keyset = pKeyset; }
public PlayerKeys GetPlayerKeys(EKeyset pKeyset) { KeyCode up = PlayerPrefsX.GetKeysetKey(pKeyset, EActionKey.Up); KeyCode right = PlayerPrefsX.GetKeysetKey(pKeyset, EActionKey.Right); KeyCode down = PlayerPrefsX.GetKeysetKey(pKeyset, EActionKey.Down); KeyCode left = PlayerPrefsX.GetKeysetKey(pKeyset, EActionKey.Left); KeyCode swap = PlayerPrefsX.GetKeysetKey(pKeyset, EActionKey.Swap); KeyCode use = PlayerPrefsX.GetKeysetKey(pKeyset, EActionKey.Use); PlayerKeys keys = new PlayerKeys(up, right, down, left, swap, use); if (!keys.IsValid()) { Debug.LogError($"{pKeyset} not set. is this first run?"); keys = new PlayerKeys(pKeyset); } return(keys); }
public void Init(EKeyset pKeyset, PlayerKeys pPlayerKeys) { Keyset = pKeyset; header.text = Keyset.ToString(); keyUp.OnKeySet += OnAnyKeySet; keyRight.OnKeySet += OnAnyKeySet; keyDown.OnKeySet += OnAnyKeySet; keyLeft.OnKeySet += OnAnyKeySet; keySwap.OnKeySet += OnAnyKeySet; keyUse.OnKeySet += OnAnyKeySet; keyUp.SetKey(pPlayerKeys.moveUp); keyRight.SetKey(pPlayerKeys.moveRight); keyDown.SetKey(pPlayerKeys.moveDown); keyLeft.SetKey(pPlayerKeys.moveLeft); keySwap.SetKey(pPlayerKeys.swapWeapon); keyUse.SetKey(pPlayerKeys.useWeapon); }
private void SetPlayerActionKey(EKeyset pKeyset, EActionKey pKey, KeyCode pKeyCode) { PlayerPrefs.SetInt(PlayerPrefsX.GenerateKeysetActionName(pKeyset, pKey), (int)pKeyCode); }
public static string GenerateKeysetActionName(EKeyset pKeyset, EActionKey pAction) { return(pKeyset.ToString() + pAction.ToString()); }