private void OnKeyboardActed(object sender, KeyboardActEventArgs e) { string key = e.Key; KeyAction keyAction = e.KeyAction; if (key == Key.LeftShift.ToString() || key == Key.RightShift.ToString()) { IsShiftPressed = (keyAction == KeyAction.Down || keyAction == KeyAction.Pressed); } else if (key == Key.LeftCtrl.ToString() || key == Key.RightCtrl.ToString()) { IsCtrlPressed = (keyAction == KeyAction.Down || keyAction == KeyAction.Pressed); } else if (key == Key.LeftAlt.ToString() || key == Key.RightAlt.ToString()) { IsAltPressed = (keyAction == KeyAction.Down || keyAction == KeyAction.Pressed); } else if (key == Key.Tab.ToString()) { IsTablePressed = (keyAction == KeyAction.Down || keyAction == KeyAction.Pressed); } else { LastKeyClick = key.ToString().ToUpper(); } Logger.Debug($"{key} {keyAction.ToString()}"); }
//Loads keycodes from player preferences void OnEnable() { //Comment out this line it you want to allow multiple simultaneous assignments KeyBinding.keyRemap += PreventDoubleAssign; KeyCode tempKey; tempKey = (KeyCode)PlayerPrefs.GetInt(keyAction.ToString()); //saved by the keyType, but returns int that corresponds to keyCode if (tempKey.ToString() == "None") { Debug.Log(keyCode.ToString()); keyDisplay.text = keyCode.ToString(); UpdateKeyCode(); SaveKeyCode(); } else { keyCode = tempKey; keyDisplay.text = keyCode.ToString(); UpdateKeyCode(); } }
void Update() { if (Input.GetKeyDown(key)) { switch (action) { case KeyAction.Exit: Exit(); break; case KeyAction.UnityEvent: onKey.Invoke(); break; default: throw new Exception("HotKey.cs does not support " + action.ToString()); } } }
void animateDanceMove(KeyAction danceMove) { GetComponent<Animator> ().SetTrigger (danceMove.ToString ()); }