// Start is called before the first frame update void Start() { cameraSensitivity = this.gameObject.GetComponent <Player>().horizontalCameraSensitivity; controls = this.gameObject.GetComponent <Player>().controls; agent = this.GetComponent <NavMeshAgent>(); walkSpeed = this.GetComponent <Player>().walkSpeed; sprintSpeed = this.GetComponent <Player>().sprintSpeed; switch (controls) { case Player.controlScheme.WASD: forward = KeyCode.W; backward = KeyCode.S; left = KeyCode.A; right = KeyCode.D; sprint = KeyCode.LeftShift; flashlight = KeyCode.F; break; case Player.controlScheme.Arrows: forward = KeyCode.UpArrow; backward = KeyCode.DownArrow; left = KeyCode.LeftArrow; right = KeyCode.RightArrow; sprint = KeyCode.RightControl; flashlight = KeyCode.Keypad0; break; } }
// Start is called before the first frame update void Start() { controls = FindObjectOfType <Player>().controls; animator = this.GetComponent <Animator>(); switch (controls) { case Player.controlScheme.WASD: forward = KeyCode.W; break; case Player.controlScheme.Arrows: forward = KeyCode.UpArrow; break; } }
public void OnSettingsSave() { vol = volumeSlider.value; switch (controlDropDown.value) { case 0: controls = Player.controlScheme.WASD; break; case 1: controls = Player.controlScheme.Arrows; break; } PlayerPrefs.SetFloat("Volume", vol); PlayerPrefs.SetString("Controls", controls.ToString()); PlayerPrefs.Save(); if (player != null) { player.SettingsUpdate(); } }