private static PlayerKeyInput InitKeyboardInput(int index, PlayerKeyInput input) { // TODO: don't hard code switch (index) { case 0: { input.Map(KeyCode.W, PlayerAction.Up); input.Map(KeyCode.A, PlayerAction.Left); input.Map(KeyCode.S, PlayerAction.Down); input.Map(KeyCode.D, PlayerAction.Right); input.Map(KeyCode.OemCloseBrackets, PlayerAction.Bomb); input.Map(KeyCode.OemOpenBrackets, PlayerAction.Special); break; } case 1: { input.Map(KeyCode.Up, PlayerAction.Up); input.Map(KeyCode.Left, PlayerAction.Left); input.Map(KeyCode.Down, PlayerAction.Down); input.Map(KeyCode.Right, PlayerAction.Right); input.Map(KeyCode.M, PlayerAction.Bomb); input.Map(KeyCode.N, PlayerAction.Special); break; } } return(input); }
private static PlayerKeyInput CreateKeyBoardInput(int index) { if (keyboardInputs == null) { keyboardInputs = new PlayerKeyInput[CVars.sy_maxKeyboards.intValue]; } PlayerKeyInput input = keyboardInputs[index]; if (input == null) { input = new PlayerKeyInput(); keyboardInputs[index] = InitKeyboardInput(index, input); } return(input); }