mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-05-06 05:25:21 -05:00
-created a GameManager script to hold keycode values (will need to be added to preloader) -created a Controls Menu Script (turns off and on gameobjects depending if mouse/controler being used) -created RebindKeys manager to handle key rebinds in controls menu
172 lines
5.5 KiB
C#
172 lines
5.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class RebindManager : MonoBehaviour
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{
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Event keyEvent;
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KeyCode newKey;
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GameObject currentButtonObject;
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//const array of valid input
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readonly KeyCode[] valildKeys = {KeyCode.Q, KeyCode.E, KeyCode.R, KeyCode.F, KeyCode.LeftShift, KeyCode.Space};
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//currently waiting for input from user
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bool waitingForKey;
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bool hasPressedValidKey = false;
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// Start is called before the first frame update
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void Start()
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{
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waitingForKey = false;
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//go through all buttons and set correct image
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//for
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}
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// Update is called once per frame
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void Update()
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{
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}
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void OnGUI()
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{
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keyEvent = Event.current;
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//if is a key event
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if (keyEvent.isKey)
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{
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//if waiting for a key and the key entered is valid
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if (waitingForKey && isValidKey(keyEvent.keyCode))
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{
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newKey = keyEvent.keyCode;
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waitingForKey = false;
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hasPressedValidKey = true;
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//Debug.Log("right key");
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}
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}
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}
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public void SendCurrentButton(GameObject gameObject)
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{
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currentButtonObject = gameObject;
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}
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public void StartAssignment(string keyName)
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{
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if (!waitingForKey)
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{
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StartCoroutine(AssignKey(keyName));
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}
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}
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//
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IEnumerator waitForKey()
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{
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//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
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//TO-DO add controller keys
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//Debug.Log("waiting");
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while (hasPressedValidKey == false)
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{
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yield return null;
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}
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}
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public bool isValidKey(KeyCode keycode)
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{
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bool hasValue = false;
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for(int i =0; i < valildKeys.Length; i++) {
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if(valildKeys[i] == keycode)
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{
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hasValue = true;
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}
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}
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return hasValue;
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}
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public bool areThereDuplicates()
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{
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bool duplicateExists = false;
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List<KeyCode> tHolder = new List<KeyCode>();
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foreach (var item in GameManager.GM.bindableActions)
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{
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tHolder.Add(item.Value);
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}
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/* foreach (var item in tHolder)
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{
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Debug.Log(item);
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}*/
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for(int i=0; i < tHolder.Count - 1; i++)
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{
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for(int j=i+1; j < tHolder.Count; j++)
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{
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if(tHolder[i] == tHolder[j])
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{
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duplicateExists = true;
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}
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}
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}
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return duplicateExists;
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}
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public IEnumerator AssignKey(string keyName)
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{
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waitingForKey = true;
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yield return waitForKey();
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//could be a bit more dyanmic, but it is sufficeint solution for goal
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switch (keyName)
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{
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//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
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case "jump":
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GameManager.GM.bindableActions["jumpKey"] = newKey;
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//replace image of button
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//currentButtonObject.GetComponent<Image>().sprite =
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//PlayerPrefs.SetString("jumpKey", GameManager.GM.bindableActions["jumpKey"].ToString());
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//revert flag
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hasPressedValidKey = false;
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break;
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case "kick":
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GameManager.GM.bindableActions["kickKey"] = newKey;
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//replace image of button
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//currentButtonObject.GetComponent<Image>().sprite =
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//PlayerPrefs.SetString("kickKey", GameManager.GM.bindableActions["kickKey"].ToString());
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//revert flag
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hasPressedValidKey = false;
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break;
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case "slide":
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GameManager.GM.bindableActions["slideKey"] = newKey;
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//replace image of button
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//currentButtonObject.GetComponent<Image>().sprite =
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//PlayerPrefs.SetString("slideKey", GameManager.GM.bindableActions["slideKey"].ToString());
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//revert flag
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hasPressedValidKey = false;
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break;
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case "dash":
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GameManager.GM.bindableActions["dashKey"] = newKey;
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//replace image of button
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//currentButtonObject.GetComponent<Image>().sprite =
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//PlayerPrefs.SetString("dashKey", GameManager.GM.bindableActions["dashKey"].ToString());
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//revert flag
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hasPressedValidKey = false;
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break;
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case "nitro":
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GameManager.GM.bindableActions["nitroKey"] = newKey;
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//replace image of button
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//currentButtonObject.GetComponent<Image>().sprite =
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//PlayerPrefs.SetString("nitroKey", GameManager.GM.bindableActions["nitroKey"].ToString());
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//revert flag
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hasPressedValidKey = false;
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break;
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case "grapple":
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GameManager.GM.bindableActions["grappleKey"] = newKey;
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//replace image of button
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//currentButtonObject.GetComponent<Image>().sprite =
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//PlayerPrefs.SetString("grappleKey", GameManager.GM.bindableActions["grappleKey"].ToString());
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//revert flag
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hasPressedValidKey = false;
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break;
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}
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yield return null;
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}
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}
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