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

@@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControlsMenuScript : MonoBehaviour
{
public GameObject keyboardControlsMenu;
public GameObject gamePadControlsMenu;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//if vertical input from right analog
if (Input.GetAxis("KingVerticalMouseMove") != 0 || Input.GetAxis("KingHorizontalMouseMove") != 0)
{
//if off, turn it on
if(gamePadControlsMenu.activeInHierarchy == false)
{
keyboardControlsMenu.SetActive(false);
gamePadControlsMenu.SetActive(true);
}
}
//check if mouse movement if so (turn off pointer)
if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
{
if (keyboardControlsMenu.activeInHierarchy == false)
{
keyboardControlsMenu.SetActive(true);
gamePadControlsMenu.SetActive(false);
}
}
}
}