コード例 #1
0
    // 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;
        }
    }
コード例 #2
0
    // 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;
        }
    }
コード例 #3
0
    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();
        }
    }