TheKingsRace/Assets/Scripts/UI/Controls/RebindManager.cs
2022-04-29 14:56:49 -05:00

287 lines
12 KiB
C#

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};
//holds ref to all game buttons in scene (should be assigned in editor)
public List<GameObject> allButtonObjects = new List<GameObject>();
//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);
}
//currently hardcoded
allButtonObjects[0].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["grappleKey"]];
allButtonObjects[1].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["slideKey"]];
allButtonObjects[2].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["kickKey"]];
allButtonObjects[3].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["dashKey"]];
allButtonObjects[4].GetComponent<Image>().sprite = GameManager.GM.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()
{
}
//Is called everytime a GUI event is triggered
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))
{
//set newKey equal to current key event
newKey = keyEvent.keyCode;
//set waiting for key to false
waitingForKey = false;
//set hasPressedValidKey to true
hasPressedValidKey = true;
}
}
}
public void SendCurrentButton(GameObject gameObject)
{
currentButtonObject = gameObject;
}
//called from buttons in the controls menu scene
public void StartAssignment(string keyName)
{
//if not already waiting for a key input from user
if (!waitingForKey)
{
StartCoroutine(AssignKey(keyName));
}
}
//
IEnumerator waitForKey()
{
//wait until user has inputed a valid key
while (hasPressedValidKey == false)
{
yield return null;
}
//if they have gotten past this loop, a valid key was given
}
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 = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["grappleKey"]];
allButtonObjects[1].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["slideKey"]];
allButtonObjects[2].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["kickKey"]];
allButtonObjects[3].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["dashKey"]];
allButtonObjects[4].GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[GameManager.GM.bindableActions["nitroKey"]];
}
public IEnumerator AssignKey(string keyName)
{
//set waiting for key true
waitingForKey = true;
//call coroutine that will wait until a valid key is pressed
yield return waitForKey();
//once a valid key has been pressed,
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 sprite of button
currentButtonObject.GetComponent<Image>().sprite = GameManager.GM.keyToSpriteDict[newKey];
//if button is LeftShift, set sprite to a different size
if (newKey == KeyCode.LeftShift)
{
currentButtonObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 100);
}
//else set sprite to its 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 = GameManager.GM.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 = GameManager.GM.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 = GameManager.GM.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 = GameManager.GM.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;
}
}