public static string ConvertInputConfigurationToAReadabledText(InputConfigurationInherentData InputConfigurationInherentData, bool ShowPressType = true) { string returnString = String.Empty; /// Keys, Scroll or Mouse button names int inputCount = 0; foreach (var attributedKey in InputConfigurationInherentData.AttributedKeys) { if (inputCount > 0) { returnString += " OR "; } returnString += GetInputControlName(InputControlLookup.Get().keyToKeyControlLookup[attributedKey]); inputCount += 1; } foreach (var mouseButton in InputConfigurationInherentData.AttributedMouseButtons) { if (inputCount > 0) { returnString += " OR "; } returnString += GetInputControlName(InputControlLookup.Get().mouseButtonControlLookup[mouseButton]); inputCount += 1; } if (InputConfigurationInherentData.AttributedMouseScroll != MouseScroll.NONE) { if (inputCount > 0) { returnString += " OR "; } returnString += GetInputControlName(InputControlLookup.Get().mouseScrollControlLookup[InputConfigurationInherentData.AttributedMouseScroll]); inputCount += 1; } if (ShowPressType) { if (InputConfigurationInherentData.DownHold) { returnString += "<b><color=\"yellow\">" + " Hold" + "</color></b>"; } else if (InputConfigurationInherentData.Released) { returnString += "<b><color=\"yellow\">" + " Released" + "</color></b>"; } } return(returnString); }
public SkillSlot(CoreInteractiveObject AssociatedInteractiveObject, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput SKillSlotUIPositionInput, InputID AssociatedInput) { this.AssociatedInteractiveObject = AssociatedInteractiveObject; this._interactiveObjectActionPlayerSystem = interactiveObjectActionPlayerSystem; this.AssociatedInput = AssociatedInput; this.SkillSlotUI = new SkillSlotUI(ref SKillSlotUIPositionInput); this.CurrentPlayerActionInherentData = new ObjectVariable <InteractiveObjectActionInherentData>(this.OnCurrentPlayerActionInherentDataChanged); this.SkillSlotUI.SetInputText(InputControlLookup.GetInputControlRawName(InputControlLookup.FindTheFirstInputControlForInputID(this.AssociatedInput))); }
public ProjectileDeflectionFeedbackIcon(GameObject instanciatedGameObject, InputID DisplayedInput) { InstanciatedGameObject = instanciatedGameObject; this.Transform = this.InstanciatedGameObject.transform as RectTransform; this.mainCamera = Camera.main; this.inputText = this.Transform.GetComponentInChildren <TMPro.TextMeshProUGUI>(); var feedbackInputControl = InputControlLookup.FindTheFirstInputControlForInputID(DisplayedInput); if (feedbackInputControl != null) { this.inputText.text = InputControlLookup.GetInputControlRawName(feedbackInputControl); } }
public static string GetInputControlName(InputControl inputControl) { return("<b><color=\"red\">" + InputControlLookup.GetInputControlRawName(inputControl) + "</color></b>"); }