First part of controls rebinding

This commit is contained in:
Jakub Sztuba 2023-01-02 00:37:49 +01:00
parent 2acc73213c
commit 3b51c083ae
20 changed files with 2665 additions and 354 deletions

View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class KeyBindScript : MonoBehaviour
{
/// <summary>
/// This is the dictionary, that contains all our keybinds
/// </summary>
private Dictionary<string, KeyCode> keys = new Dictionary<string, KeyCode>();
/// <summary>
/// References to the button objects, these are used for showing the current keybinds
/// </summary>
public Text interaction, skills, settings, attack, inventory;
/// <summary>
/// The key, that we are binding atm.
/// </summary>
private GameObject currentKey;
/// <summary>
/// The normal color of the buttons
/// </summary>
private Color32 normal = new Color32(255, 255, 255, 255);
/// <summary>
/// The highlighted color of the buttons
/// </summary>
private Color32 slected = new Color32(239, 116, 36, 255);
// Use this for initialization
void Start()
{
keys.Add("Interact",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Interact","E")));
keys.Add("Settings",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings","Esc")));
keys.Add("Inventory",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory","I")));
keys.Add("Skills",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills","U")));
keys.Add("Attack",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack","Space")));
//Sets the text on the buttons
interaction.text = keys["Interact"].ToString();
skills.text = keys["Settings"].ToString();
settings.text = keys["Inventory"].ToString();
attack.text = keys["Skills"].ToString();
inventory.text = keys["Attack"].ToString();
}
/*
// Update is called once per frame
void Update()
{
//Simulates movement and usage of the keys
if (Input.GetKeyDown(keys["Up"]))
{
//Do a move action
Debug.Log("Up");
}
if (Input.GetKeyDown(keys["Down"]))
{
//Do a move action
Debug.Log("Down");
}
if (Input.GetKeyDown(keys["Left"]))
{
//Do a move action
Debug.Log("Left");
}
if (Input.GetKeyDown(keys["Right"]))
{
//Do a move action
Debug.Log("Right");
}
if (Input.GetKeyDown(keys["Jump"]))
{
//Do a move action
Debug.Log("Jump");
}
}
}*/
void OnGUI()
{
if (currentKey != null) //If we have selected a key, that we want to edit
{
Event e = Event.current; //Stores the event
if (e.isKey) //If we pressed a key on the keyboard, then we need to assign it to the selected key
{
keys[currentKey.name] = e.keyCode; //Sets the current key
currentKey.transform.GetChild(0).GetComponent<Text>().text = e.keyCode.ToString(); //Sets the text
currentKey.GetComponent<Image>().color = normal; //Sets thecolor
currentKey = null; //Deselects the key
}
}
}
/// <summary>
/// Changes a keybind
/// </summary>
/// <param name="clicked">The clicked button</param>
public void ChangeKey(GameObject clicked)
{
if (currentKey != null) //If we have a selected key, then we need to deselect
{
currentKey.GetComponent<Image>().color = normal; //Sets the color to normal
}
currentKey = clicked; //Sets the new clicked key as the current key
currentKey.GetComponent<Image>().color = slected; //Set the color as selected
}
/// <summary>
/// Saves the new keybinds
/// </summary>
public void SaveKeys()
{
foreach (var key in keys) //Runs through the dictionary
{
PlayerPrefs.SetString(key.Key, key.Value.ToString()); //Saves the keybinds for each key
}
PlayerPrefs.Save();
}
}

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@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -54,5 +55,10 @@ namespace GUI_Scripts
Panel.SetActive(false); Panel.SetActive(false);
} }
} }
[SerializeField] private CanvasGroup keybindMenu;
} }
} }

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@ -1,9 +1,9 @@
 
Microsoft Visual Studio Solution File, Format Version 11.00 Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010 # Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7627C07C-5359-F002-1D58-E2F51D95C564}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7cc02776-5953-02f0-1d58-e2f51d95c564}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -11,14 +11,14 @@ Global
Release|Any CPU = Release|Any CPU Release|Any CPU = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Debug|Any CPU.Build.0 = Debug|Any CPU {e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.ActiveCfg = Release|Any CPU {e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}.Release|Any CPU.Build.0 = Release|Any CPU {e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
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