void SaveAxesDefault(EIU_AxisBase axis) { //adding in dictionary the +ve key defaultAxes.Add(axis.axisName + "pKey", (int)axis.positiveKey); //adding in dictionary the -ve key defaultAxes.Add(axis.axisName + "nKey", (int)axis.negativeKey); }
private void FixedUpdate() { for (int i = 0; i < Axes.Count; i++) { EIU_AxisBase a = Axes[i]; a.negative = Input.GetKey(a.negativeKey); a.positive = Input.GetKey(a.positiveKey); a.targetAxis = (a.negative) ? -1 : (a.positive) ? 1 : 0; a.axis = Mathf.MoveTowards(a.axis, a.targetAxis, Time.deltaTime * a.sensitivity); } }
EIU_AxisBase ReturnAxis(string name) { EIU_AxisBase val = null; for (int i = 0; i < Axes.Count; i++) { if (string.Equals(name, Axes[i].axisName)) { val = Axes[i]; } } return(val); }
void LoadAllAxes() { for (int i = 0; i < Axes.Count; i++) { EIU_AxisBase a = Axes[i]; //retrieving in the form of integer int p = PlayerPrefs.GetInt(a.axisName + "pKey"); int n = PlayerPrefs.GetInt(a.axisName + "nKey"); //BUT loading in the form of KeyCode a.positiveKey = (KeyCode)p; a.negativeKey = (KeyCode)n; } }
public void OpenRebindButtonDialog(string axisName, bool negative) { targetAxis = ReturnAxis(axisName); rebinding = true; if (!negative) { rebBtn.init(targetAxis.pKeyDescription); } else { rebBtn.init(targetAxis.nKeyDescription); } rebBtn.gameObject.SetActive(true); negativeKey = negative; }
public void ChangeInputKey(string name, KeyCode newKey, bool negative = false) { EIU_AxisBase a = ReturnAxis(name); if (a == null) { Debug.Log("Doesn't exist!"); return; } if (negative) { a.negativeKey = newKey; a.nUIButton.ChangeKeyText(a.negativeKey.ToString()); } else { a.positiveKey = newKey; a.pUIButton.ChangeKeyText(a.positiveKey.ToString()); } SaveAxis(a); }
void SaveAxis(EIU_AxisBase axis) { PlayerPrefs.SetInt(axis.axisName + "pKey", (int)axis.positiveKey); PlayerPrefs.SetInt(axis.axisName + "nKey", (int)axis.negativeKey); }