// Start is called before the first frame update void Start() { menuController = GameObject.FindGameObjectWithTag("GameController").GetComponent <MenuController>(); index = 0; isLock = false; setBtnState = SetBtnState.Wait; SetTextColor(); SetKeyBoardSprite(); }
// Update is called once per frame void Update() { if (!isLock) { if (Input.GetKeyDown(Setting.Keys.KEY_DOWN) || Input.GetKeyDown(Setting.Keys.KEY_RIGHT)) { index = index + 1 > scoreTextes.Length - 1 ? 0 : index + 1; menuController.PlaySw(); } else if (Input.GetKeyDown(Setting.Keys.KEY_UP) || Input.GetKeyDown(Setting.Keys.KEY_LEFT)) { index = index - 1 < 0 ? scoreTextes.Length - 1 : index - 1; menuController.PlaySw(); } else if (Input.GetKeyDown(Setting.Keys.KEY_ABILITY)) { index = scoreTextes.Length - 1; menuController.PlaySw(); } } SetTextColor(); if (Input.GetKeyDown(Setting.Keys.KEY_JUMP)) { menuController.PlaySe(); if (index == 7) { Setting.Keys.Default(); SetKeyBoardSprite(); } else if (index == 8) { menuController.SetMenuActive("OptionMenu"); } else if (setBtnState == SetBtnState.Wait) { isLock = true; setBtnState = SetBtnState.Lock; } } if (setBtnState == SetBtnState.Lock) { images[index].enabled = false; setBtnState = SetBtnState.Change; } else if (setBtnState == SetBtnState.Change) { foreach (KeyCode kcode in Enum.GetValues(typeof(KeyCode))) { if (Input.GetKeyDown(kcode)) { menuController.PlaySe(); switch (index) { case 0: Setting.Keys.KEY_UP = kcode; break; case 1: Setting.Keys.KEY_DOWN = kcode; break; case 2: Setting.Keys.KEY_LEFT = kcode; break; case 3: Setting.Keys.KEY_RIGHT = kcode; break; case 4: Setting.Keys.KEY_JUMP = kcode; break; case 5: Setting.Keys.KEY_ABILITY = kcode; break; case 6: Setting.Keys.KEY_CHANGEMODE = kcode; break; default: break; } SetKeyBoardSprite(); setBtnState = SetBtnState.Wait; images[index].enabled = true; isLock = false; break; } } } }