Added Additional logic to controls menu

-players can no longer leave with same keys and if
they do they will be set to default
-Added some additional changes to animator
This commit is contained in:
Evan Nydahl
2022-04-22 18:00:20 -05:00
parent 0f6673c247
commit 7a94d5d9a1
18 changed files with 1507 additions and 435 deletions

View File

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View File

@@ -14,7 +14,7 @@ public class dOffenseKickState : dOffenseBaseState
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
oSM.animator.SetBool("IsKicking", true);
oSM.animator.SetBool("IsKickingIdle", true);
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
@@ -23,7 +23,7 @@ public class dOffenseKickState : dOffenseBaseState
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
oSM.animator.SetBool("IsKicking", false);
oSM.animator.SetBool("IsKickingIdle", false);
}
public override void UpdateState(dOffenseStateManager oSM){

View File

@@ -13,7 +13,7 @@ public class OffenseKickState : OffenseBaseState
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
oSM.animator.SetBool("IsKicking", true);
oSM.animator.SetBool("IsKickingIdle", true);
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
@@ -22,7 +22,7 @@ public class OffenseKickState : OffenseBaseState
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
oSM.animator.SetBool("IsKicking", false);
oSM.animator.SetBool("IsKickingIdle", false);
}
public override void UpdateState(OffenseStateManager oSM){

View File

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@@ -26,21 +26,21 @@ public class GameManager : MonoBehaviour
//for keyboard
/* walkForward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkForwardKey", "W"));
walkBackward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkBackwardKey", "S"));
walkLeft = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkLeftKey", "A"));
walkRight = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkRightKey", "D"));*/
KeyCode jump = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("jumpKey", "Space"));
KeyCode kick = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("kickKey", "F"));
/* walkForward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkForwardKey", "W"));
walkBackward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkBackwardKey", "S"));
walkLeft = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkLeftKey", "A"));
walkRight = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("walkRightKey", "D"));*/
//KeyCode jump = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("jumpKey", "Space"));
KeyCode slide = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("slideKey", "Q"));
KeyCode kick = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("kickKey", "F"));
KeyCode dash = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("dashKey", "R"));
KeyCode nitro = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("nitroKey", "LeftShift"));
KeyCode grapple = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("grappleKey", "E"));
bindableActions.Add("jumpKey", jump);
bindableActions.Add("kickKey", kick);
//bindableActions.Add("jumpKey", jump);
bindableActions.Add("slideKey", slide);
bindableActions.Add("kickKey", kick);
bindableActions.Add("dashKey", dash);
bindableActions.Add("nitroKey", nitro);
bindableActions.Add("grappleKey", grapple);

View File

@@ -0,0 +1,287 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RebindManager : MonoBehaviour
{
Event keyEvent;
KeyCode newKey;
GameObject currentButtonObject;
//const array of valid input
readonly KeyCode[] valildKeys = {KeyCode.Q, KeyCode.E, KeyCode.R, KeyCode.F, KeyCode.LeftShift};
//dictionary with keycode as key and value as sprites
public Dictionary<KeyCode, Sprite> keyToSpriteDict = new Dictionary<KeyCode, Sprite>();
//holds ref to all game buttons in scene (should be assigned in editor)
public List<GameObject> allButtonObjects = new List<GameObject>();
//holds ref to all sprites
public Sprite[] allSprites;
//currently waiting for input from user
bool waitingForKey;
bool hasPressedValidKey = false;
// Start is called before the first frame update
void Start()
{
List<KeyCode> tHolder = new List<KeyCode>();
foreach (var item in GameManager.GM.bindableActions)
{
Debug.Log(item.Key + item.Value);
tHolder.Add(item.Value);
}
waitingForKey = false;
keyToSpriteDict.Add(KeyCode.Q, allSprites[0]);
keyToSpriteDict.Add(KeyCode.E, allSprites[1]);
keyToSpriteDict.Add(KeyCode.R, allSprites[2]);
keyToSpriteDict.Add(KeyCode.F, allSprites[3]);
keyToSpriteDict.Add(KeyCode.LeftShift, allSprites[4]);
//currently hardcoded
allButtonObjects[0].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["grappleKey"]];
allButtonObjects[1].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["slideKey"]];
allButtonObjects[2].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["kickKey"]];
allButtonObjects[3].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["dashKey"]];
allButtonObjects[4].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["nitroKey"]];
//if any of them are shift, set them to correct dimension
//hardcoded, if anythem are bound to leftshift
if (GameManager.GM.bindableActions["grappleKey"] == KeyCode.LeftShift)
{
allButtonObjects[0].GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
else if (GameManager.GM.bindableActions["slideKey"] == KeyCode.LeftShift)
{
allButtonObjects[1].GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
else if (GameManager.GM.bindableActions["kickKey"] == KeyCode.LeftShift)
{
allButtonObjects[2].GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
else if (GameManager.GM.bindableActions["dashKey"] == KeyCode.LeftShift)
{
allButtonObjects[3].GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
else if (GameManager.GM.bindableActions["nitroKey"] == KeyCode.LeftShift)
{
allButtonObjects[4].GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
}
// Update is called once per frame
void Update()
{
}
void OnGUI()
{
keyEvent = Event.current;
//if is a key event
if (keyEvent.isKey)
{
//if waiting for a key and the key entered is valid
if (waitingForKey && isValidKey(keyEvent.keyCode))
{
newKey = keyEvent.keyCode;
waitingForKey = false;
hasPressedValidKey = true;
//Debug.Log("right key");
}
}
}
public void SendCurrentButton(GameObject gameObject)
{
currentButtonObject = gameObject;
}
public void StartAssignment(string keyName)
{
if (!waitingForKey)
{
StartCoroutine(AssignKey(keyName));
}
}
//
IEnumerator waitForKey()
{
//if it gets past here it has a keycode, but we also want to double check if it is one of the 10 keys we
//TO-DO add controller keys
//Debug.Log("waiting");
while (hasPressedValidKey == false)
{
yield return null;
}
}
public bool isValidKey(KeyCode keycode)
{
bool hasValue = false;
for(int i =0; i < valildKeys.Length; i++) {
if(valildKeys[i] == keycode)
{
hasValue = true;
}
}
return hasValue;
}
public bool areThereDuplicates()
{
//retrieve values from dictionary and put in list
bool duplicateExists = false;
List<KeyCode> tHolder = new List<KeyCode>();
foreach (var item in GameManager.GM.bindableActions)
{
tHolder.Add(item.Value);
}
/* foreach (var item in tHolder)
{
Debug.Log(item);
}*/
//check list for duplicates
for (int i=0; i < tHolder.Count - 1; i++)
{
for(int j=i+1; j < tHolder.Count; j++)
{
if(tHolder[i] == tHolder[j])
{
//if there is a duplicate
//set flag to tru
duplicateExists = true;
}
}
}
return duplicateExists;
}
public void setAllControlsToDefaults()
{
//set gm buttons to default
GameManager.GM.bindableActions["kickKey"] = KeyCode.F;
GameManager.GM.bindableActions["slideKey"] = KeyCode.Q;
GameManager.GM.bindableActions["dashKey"] = KeyCode.R;
GameManager.GM.bindableActions["nitroKey"] = KeyCode.LeftShift;
GameManager.GM.bindableActions["grappleKey"] = KeyCode.E;
//set prefs turned off for now
/* PlayerPrefs.SetString("kickKey", GameManager.GM.bindableActions["kickKey"].ToString());
PlayerPrefs.SetString("slideKey", GameManager.GM.bindableActions["slideKey"].ToString());
PlayerPrefs.SetString("dashKey", GameManager.GM.bindableActions["dashKey"].ToString());
PlayerPrefs.SetString("nitroKey", GameManager.GM.bindableActions["nitroKey"].ToString());
PlayerPrefs.SetString("grappleKey", GameManager.GM.bindableActions["grappleKey"].ToString());*/
//set all sprites done (probs doesn't set scale back to default)
allButtonObjects[0].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["grappleKey"]];
allButtonObjects[1].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["slideKey"]];
allButtonObjects[2].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["kickKey"]];
allButtonObjects[3].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["dashKey"]];
allButtonObjects[4].GetComponent<Image>().sprite = keyToSpriteDict[GameManager.GM.bindableActions["nitroKey"]];
}
public IEnumerator AssignKey(string keyName)
{
waitingForKey = true;
yield return waitForKey();
//could be a bit more dyanmic, but it is sufficeint solution for goal
switch (keyName)
{
//player prefs are used to keep key binds after game has closed (won't do anything until then). They are commented out for now for SGX
case "kick":
GameManager.GM.bindableActions["kickKey"] = newKey;
//replace image of button
currentButtonObject.GetComponent<Image>().sprite = keyToSpriteDict[newKey];
if (newKey == KeyCode.LeftShift)
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
//else set to regular size
else
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(100, 100);
}
//PlayerPrefs.SetString("kickKey", GameManager.GM.bindableActions["kickKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "slide":
GameManager.GM.bindableActions["slideKey"] = newKey;
//replace image of button
currentButtonObject.GetComponent<Image>().sprite = keyToSpriteDict[newKey];
//if the new button is LeftShift, resie
if(newKey == KeyCode.LeftShift)
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
//else set to regular size
else
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(100, 100);
}
//PlayerPrefs.SetString("slideKey", GameManager.GM.bindableActions["slideKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "dash":
GameManager.GM.bindableActions["dashKey"] = newKey;
//replace image of button
currentButtonObject.GetComponent<Image>().sprite = keyToSpriteDict[newKey];
//if the new button is LeftShift, resize (sprite image requires it)
if (newKey == KeyCode.LeftShift)
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
//else set to regular size
else
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(100, 100);
}
//PlayerPrefs.SetString("dashKey", GameManager.GM.bindableActions["dashKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "nitro":
GameManager.GM.bindableActions["nitroKey"] = newKey;
//replace image of button
currentButtonObject.GetComponent<Image>().sprite = keyToSpriteDict[newKey];
//if the new button is LeftShift, resie
if (newKey == KeyCode.LeftShift)
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
//else set to regular size
else
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(100, 100);
}
//PlayerPrefs.SetString("nitroKey", GameManager.GM.bindableActions["nitroKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "grapple":
GameManager.GM.bindableActions["grappleKey"] = newKey;
//replace image of button
currentButtonObject.GetComponent<Image>().sprite = keyToSpriteDict[newKey];
//if the new button is LeftShift, resie
if (newKey == KeyCode.LeftShift)
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
//else set to regular size
else
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(100, 100);
}
//PlayerPrefs.SetString("grappleKey", GameManager.GM.bindableActions["grappleKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
}
yield return null;
}
}

View File

@@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class WarningPop : MonoBehaviour
{
public GameObject warningBox;
// Start is called before the first frame update
//they no want defautls
public void cancel()
{
warningBox.SetActive(false);
}
public void setDefaultAndContinue()
{
//set default
this.GetComponent<RebindManager>().setAllControlsToDefaults();
warningBox.SetActive(false);
SceneManager.LoadScene("Options");
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: df9e171fd2cc7654982551923930a953
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,163 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RebindManager : MonoBehaviour
{
Event keyEvent;
KeyCode newKey;
GameObject currentButtonObject;
//const array of valid input
readonly KeyCode[] valildKeys = {KeyCode.Q, KeyCode.E, KeyCode.R, KeyCode.F, KeyCode.LeftShift, KeyCode.Space};
//currently waiting for input from user
bool waitingForKey;
bool hasPressedValidKey = false;
// Start is called before the first frame update
void Start()
{
waitingForKey = false;
//go through all buttons and set correct image
//for
}
// Update is called once per frame
void Update()
{
}
void OnGUI()
{
keyEvent = Event.current;
//if is a key event
if (keyEvent.isKey)
{
//if waiting for a key and the key entered is valid
if (waitingForKey && isValidKey(keyEvent.keyCode))
{
newKey = keyEvent.keyCode;
waitingForKey = false;
hasPressedValidKey = true;
//Debug.Log("right key");
}
}
}
public void SendCurrentButton(GameObject gameObject)
{
currentButtonObject = gameObject;
}
public void StartAssignment(string keyName)
{
if (!waitingForKey)
{
StartCoroutine(AssignKey(keyName));
}
}
//
IEnumerator waitForKey()
{
//if it gets past here it has a keycode, but we also want to double check if it is one of the 10 keys we
//TO-DO add controller keys
//Debug.Log("waiting");
while (hasPressedValidKey == false)
{
yield return null;
}
}
public bool isValidKey(KeyCode keycode)
{
bool hasValue = false;
for(int i =0; i < valildKeys.Length; i++) {
if(valildKeys[i] == keycode)
{
hasValue = true;
}
}
return hasValue;
}
public bool areThereDuplicates()
{
bool duplicateExists = false;
List<KeyCode> tHolder = new List<KeyCode>();
foreach (var item in GameManager.GM.bindableActions)
{
tHolder.Add(item.Value);
}
/* foreach (var item in tHolder)
{
Debug.Log(item);
}*/
for(int i=0; i < tHolder.Count - 1; i++)
{
for(int j=i+1; j < tHolder.Count; j++)
{
if(tHolder[i] == tHolder[j])
{
duplicateExists = true;
}
}
}
return duplicateExists;
}
public IEnumerator AssignKey(string keyName)
{
waitingForKey = true;
yield return waitForKey();
//could be a bit more dyanmic, but it is sufficeint solution for goal
switch (keyName)
{
//player prefs are used to keep key binds after game has closed (won't do anything until then). They are commented out for now for SGX
case "kick":
GameManager.GM.bindableActions["kickKey"] = newKey;
//replace image of button
//currentButtonObject.GetComponent<Image>().sprite =
//PlayerPrefs.SetString("kickKey", GameManager.GM.bindableActions["kickKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "slide":
GameManager.GM.bindableActions["slideKey"] = newKey;
//replace image of button
//currentButtonObject.GetComponent<Image>().sprite =
//PlayerPrefs.SetString("slideKey", GameManager.GM.bindableActions["slideKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "dash":
GameManager.GM.bindableActions["dashKey"] = newKey;
//replace image of button
//currentButtonObject.GetComponent<Image>().sprite =
//PlayerPrefs.SetString("dashKey", GameManager.GM.bindableActions["dashKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "nitro":
GameManager.GM.bindableActions["nitroKey"] = newKey;
//replace image of button
//currentButtonObject.GetComponent<Image>().sprite =
//PlayerPrefs.SetString("nitroKey", GameManager.GM.bindableActions["nitroKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
case "grapple":
GameManager.GM.bindableActions["grappleKey"] = newKey;
//replace image of button
//currentButtonObject.GetComponent<Image>().sprite =
//PlayerPrefs.SetString("grappleKey", GameManager.GM.bindableActions["grappleKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
}
yield return null;
}
}

View File

@@ -5,11 +5,24 @@ using UnityEngine.SceneManagement;
public class ReturnToTitle : MonoBehaviour
{
public void backToSettings(){
SceneManager.LoadScene("Options");
//reference to canvas (used to clal rebindManager)
public Canvas canvasRef;
public GameObject warningBox;
public void backToSettings()
{
//if there are no duplicates, let them go back
if (canvasRef.GetComponent<RebindManager>().areThereDuplicates() == false){
SceneManager.LoadScene("Options");
}
//bring
else
{
warningBox.SetActive(true);
}
}
public void backToTitle(){
SceneManager.LoadScene("TitleScene");
}
}
public void backToTitle() {
SceneManager.LoadScene("TitleScene");
}
}

View File

@@ -6,34 +6,34 @@ EditorUserSettings:
serializedVersion: 4
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value: 22424703114646680e0b0227036c6f1f05033f2b212d68252320092a
flags: 0
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value: 22424703114646680e0b0227036c6f1f05033f2b212d68252320092a
flags: 0
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flags: 0
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value: 22424703114646680e0b0227036c7b151b180b650e3a233126281f3fe7c23837e1ec25a7f234362820
flags: 0
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