Exemplo n.º 1
0
        void Start()
        {
            inputManager = FPEInputManager.Instance;

            if (!inputManager)
            {
                Debug.Log("FPEMouseLook:: Cannot find an instance of FPEInputManager in the scene. Mouse look will not function correctly!");
            }
        }
        void Awake()
        {
            if (_instance != null)
            {
                Debug.LogWarning("FPEInputManager:: Duplicate instance of FPEInputManager, deleting second one.");
                Destroy(this.gameObject);
            }
            else
            {
                _instance = this;
                DontDestroyOnLoad(this.gameObject);
            }

            // Note: The friendly names given to each button/axis below is NOT the same as the strings defined
            // in the Project Settings > Input list. These friendly names are here for user-friendly debugging
            // and other display that might be required.

            // Add all the virtual buttons you want to poll later from other scripts
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_INTERACT, new FPEInputButton(eFPEInput.FPE_INPUT_INTERACT, "Interact"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_EXAMINE, new FPEInputButton(eFPEInput.FPE_INPUT_EXAMINE, "Examine"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_ZOOM, new FPEInputButton(eFPEInput.FPE_INPUT_ZOOM, "Zoom"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_CLOSE, new FPEInputButton(eFPEInput.FPE_INPUT_CLOSE, "Close"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_PUT_IN_INVENTORY, new FPEInputButton(eFPEInput.FPE_INPUT_PUT_IN_INVENTORY, "Put In Inventory"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_MENU, new FPEInputButton(eFPEInput.FPE_INPUT_MENU, "Menu"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_MENU_PREVIOUS_TAB, new FPEInputButton(eFPEInput.FPE_INPUT_MENU_PREVIOUS_TAB, "Menu Previous Tab"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_MENU_NEXT_TAB, new FPEInputButton(eFPEInput.FPE_INPUT_MENU_NEXT_TAB, "Menu Next Tab"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_MENU_PREVIOUS_PAGE, new FPEInputButton(eFPEInput.FPE_INPUT_MENU_PREVIOUS_PAGE, "Menu Previous Page"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_MENU_NEXT_PAGE, new FPEInputButton(eFPEInput.FPE_INPUT_MENU_NEXT_PAGE, "Menu Next Page"));

            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_JUMP, new FPEInputButton(eFPEInput.FPE_INPUT_JUMP, "Jump"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_CROUCH, new FPEInputButton(eFPEInput.FPE_INPUT_CROUCH, "Crouch"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_RUN, new FPEInputButton(eFPEInput.FPE_INPUT_RUN, "Run"));

            // Special first/last use detection, we also add VERTICAL and HORIZONTAL Virtual Buttons
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_HORIZONTAL, new FPEInputButton(eFPEInput.FPE_INPUT_HORIZONTAL, "Horizontal Button"));
            FPEVirtualButtons.Add(eFPEInput.FPE_INPUT_VERTICAL, new FPEInputButton(eFPEInput.FPE_INPUT_VERTICAL, "Vertical Button"));

            // Add all the virtual axes you want to poll later from other scripts
            FPEVirtualAxes.Add(eFPEInput.FPE_INPUT_MOUSELOOKX, new FPEInputAxis(eFPEInput.FPE_INPUT_MOUSELOOKX, "Mouse Look X"));
            FPEVirtualAxes.Add(eFPEInput.FPE_INPUT_MOUSELOOKY, new FPEInputAxis(eFPEInput.FPE_INPUT_MOUSELOOKY, "Mouse Look Y"));
            FPEVirtualAxes.Add(eFPEInput.FPE_INPUT_LOOKX, new FPEInputAxis(eFPEInput.FPE_INPUT_LOOKX, "Look X"));
            FPEVirtualAxes.Add(eFPEInput.FPE_INPUT_LOOKY, new FPEInputAxis(eFPEInput.FPE_INPUT_LOOKY, "Look Y"));
            FPEVirtualAxes.Add(eFPEInput.FPE_INPUT_HORIZONTAL, new FPEInputAxis(eFPEInput.FPE_INPUT_HORIZONTAL, "Horizontal"));
            FPEVirtualAxes.Add(eFPEInput.FPE_INPUT_VERTICAL, new FPEInputAxis(eFPEInput.FPE_INPUT_VERTICAL, "Vertical"));

            //
            // Add any new inputs via their enum here
            //
        }