Пример #1
0
 // Sets KeyCode binding only if action is missing
 // This is to ensure default actions are restored if missing
 // and to push out new actions to existing keybind files
 private void TestSetAxisBinding(String code, AxisActions action)
 {
     if (!axisActionKeyDict.ContainsValue(action))
     {
         SetAxisBinding(code, action);
     }
 }
Пример #2
0
 /// <summary>
 /// Unbinds an Input Axis to an AxisAction via the AxisAction
 /// </summary>
 public void ClearAxisBinding(AxisActions action)
 {
     foreach (var binding in axisActionKeyDict.Where(kvp => kvp.Value == action).ToList())
     {
         axisActionKeyDict.Remove(binding.Key);
     }
 }
Пример #3
0
        /// <summary>
        /// Binds an Input Axis to an AxisAction
        /// </summary>
        public void SetAxisBinding(String code, AxisActions action)
        {
            // Not allowing multi-bind at this time as the front-end doesn't support it
            ClearAxisBinding(action);

            if (!axisActionKeyDict.ContainsKey(code))
            {
                axisActionKeyDict.Add(code, action);
            }
            else
            {
                axisActionKeyDict.Remove(code);
                axisActionKeyDict.Add(code, action);
            }
        }
Пример #4
0
        /// <summary>
        /// Finds first unity axis input string bound to a specific action.
        /// </summary>
        public String GetAxisBinding(AxisActions action)
        {
            if (axisActionKeyDict.ContainsValue(action))
            {
                foreach (var k in axisActionKeyDict.Keys)
                {
                    if (axisActionKeyDict[k] == action)
                    {
                        return(k);
                    }
                }
            }

            return(String.Empty);
        }