Merge branch 'bindKeys' into main

This commit is contained in:
Evan Nydahl
2022-04-21 21:37:47 -05:00
18 changed files with 26940 additions and 139 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);
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9de3cdadb48fc5443bf46a58d7e6bd9b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,59 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager GM;
//values for runner
//probably shouldn't rebind this
//public KeyCode glide;
[SerializeField]
public Dictionary<string,KeyCode> bindableActions = new Dictionary<string, KeyCode>();
private void Awake()
{
if (GM == null)
{
DontDestroyOnLoad(gameObject);
GM = this;
}
else if (GM != this)
{
Destroy(gameObject);
}
//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"));
KeyCode slide = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("slideKey", "Q"));
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("slideKey", slide);
bindableActions.Add("dashKey", dash);
bindableActions.Add("nitroKey", nitro);
bindableActions.Add("grappleKey", grapple);
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5df0ae8b0ae70844496f4608ba6d6747
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -47,4 +47,8 @@ public class OptionsMenu : MonoBehaviour {
public void OnReturnToTitleClicked() {
SceneManager.LoadScene("TitleScene");
}
public void GoToControls()
{
SceneManager.LoadScene("Controls");
}
}

View File

@@ -0,0 +1,171 @@
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 "jump":
GameManager.GM.bindableActions["jumpKey"] = newKey;
//replace image of button
//currentButtonObject.GetComponent<Image>().sprite =
//PlayerPrefs.SetString("jumpKey", GameManager.GM.bindableActions["jumpKey"].ToString());
//revert flag
hasPressedValidKey = false;
break;
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

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ad99f686b83c15c40a0741b75afb37a2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -5,7 +5,7 @@ using UnityEngine.SceneManagement;
public class ReturnToTitle : MonoBehaviour
{
public void backToTitle(){
SceneManager.LoadScene("TitleScene");
public void backToSettings(){
SceneManager.LoadScene("Options");
}
}