protected void Init_InputControls( KeyCodeChoices kc_Choice_, KeyCode kc_Button_ ) { // Cardinal movement if (kc_Choice_ == KeyCodeChoices.Forward) kc_Forward = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.Backward) kc_Backward = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.StrafeLeft) kc_StrafeLeft = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.StrafeRight) kc_StrafeRight = kc_Button_; // Additional Movement else if (kc_Choice_ == KeyCodeChoices.Jump) kc_Jump = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.Sprint) kc_Sprint = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.Crouch) kc_Crouch = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.Use) kc_Use = kc_Button_; // Weapons else if (kc_Choice_ == KeyCodeChoices.WeaponOne) kc_WeaponOne = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.WeaponTwo) kc_WeaponTwo = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.Grenade) kc_Grenade = kc_Button_; else if (kc_Choice_ == KeyCodeChoices.Reload) kc_Reload = kc_Button_; }
protected void Init_InputControls( KeyCodeChoices kc_Choice_ ) { // Cardinal movement if (kc_Choice_ == KeyCodeChoices.Forward) Init_InputControls(kc_Choice_, KeyCode.W); else if (kc_Choice_ == KeyCodeChoices.Backward) Init_InputControls(kc_Choice_, KeyCode.S); else if (kc_Choice_ == KeyCodeChoices.StrafeLeft) Init_InputControls(kc_Choice_, KeyCode.A); else if (kc_Choice_ == KeyCodeChoices.StrafeRight) Init_InputControls(kc_Choice_, KeyCode.D); // Additional Movement else if (kc_Choice_ == KeyCodeChoices.Jump) Init_InputControls(kc_Choice_, KeyCode.Space); else if (kc_Choice_ == KeyCodeChoices.Sprint) Init_InputControls(kc_Choice_, KeyCode.LeftShift); else if (kc_Choice_ == KeyCodeChoices.Crouch) Init_InputControls(kc_Choice_, KeyCode.LeftControl); else if (kc_Choice_ == KeyCodeChoices.Use) Init_InputControls(kc_Choice_, KeyCode.E); // Weapons else if (kc_Choice_ == KeyCodeChoices.WeaponOne) Init_InputControls(kc_Choice_, KeyCode.Alpha1); else if (kc_Choice_ == KeyCodeChoices.WeaponTwo) Init_InputControls(kc_Choice_, KeyCode.Alpha2); else if (kc_Choice_ == KeyCodeChoices.Grenade) Init_InputControls(kc_Choice_, KeyCode.F); else if (kc_Choice_ == KeyCodeChoices.Reload) Init_InputControls(kc_Choice_, KeyCode.R ); }