public override void ConfirmDataEdit(DataTarget targetIn) { MessageServer.SendMessage(MessageID.EDIT_END, new Message()); GlobalInputController.UpdateAction(InputAction, c_controllerData.k, this.InputType); GlobalGameData.SetActionSetting(InputAction, c_controllerData.k, this.InputType); MessageServer.SendMessage(MessageID.EDIT_DISPLAY_UPDATE, new Message((int)c_controllerData.k, (uint)InputAction).withInputType(this.InputType)); Deactivate(); }
public void InputUnbind() { c_controllerData.k = KeyCode.None; GlobalInputController.UpdateAction(InputAction, c_controllerData.k, this.InputType); GlobalGameData.SetActionSetting(InputAction, c_controllerData.k, this.InputType); if (InputSpriteController.getInputSprite(out spriteOut, c_controllerData.k, this.InputType)) { SpriteDisplay.sprite = spriteOut; } }
// TODO: swapping a key with pause will not also update the "other mutex" buttons, allowing for a multiple mapping edge case public void InputSwap(KeyCode keyIn) { c_controllerData.k = keyIn; GlobalInputController.UpdateAction(InputAction, c_controllerData.k, this.InputType); GlobalGameData.SetActionSetting(InputAction, c_controllerData.k, this.InputType); if (InputSpriteController.getInputSprite(out spriteOut, c_controllerData.k, this.InputType)) { SpriteDisplay.sprite = spriteOut; } MessageServer.SendMessage(MessageID.EDIT_DISPLAY_UPDATE, new Message((int)c_controllerData.k, (uint)InputAction).withInputType(this.InputType)); }