Changing of controls Attack and Settings progress
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@ -324,6 +324,7 @@
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<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
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<Compile Include="Assets\Scripts\Player.cs" />
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<Compile Include="Assets\ContinueButton.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\WizardFirstQuestManager.cs" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
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<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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@ -13,7 +13,8 @@ public class OpenSettingsOnESCPress : MonoBehaviour
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void Update()
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{
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if (Input.GetKeyUp(KeyCode.Escape))
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KeyCode keyToSettings = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings"));
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if (Input.GetKeyUp(keyToSettings))
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{
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if ((SettingsMainPanel.active == false) && (SettingsPanel.active == false) && (SoundsPanel.active == false) && (ControlsPanel.active == false) && (LanguagePanel.active == false))
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{
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@ -63601,6 +63601,18 @@ MonoBehaviour:
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- m_Target: {fileID: 1554558665}
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m_TargetAssemblyTypeName: KeyBindScript, Assembly-CSharp
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m_MethodName: SaveKeys
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!114 &838488728
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -37,14 +37,20 @@ public class KeyBindScript : MonoBehaviour
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keys.Add("Settings",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Settings","Escape")));
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keys.Add("Inventory",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory","I")));
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keys.Add("Skills",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills","U")));
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keys.Add("Attack",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack","Space")));
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keys.Add("Attack",(KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack","S6pace")));
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//Sets the text on the buttons
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interaction.text = keys["Interact"].ToString();
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skills.text = keys["Settings"].ToString();
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settings.text = keys["Inventory"].ToString();
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attack.text = keys["Skills"].ToString();
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inventory.text = keys["Attack"].ToString();
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//interaction.text = keys["Interact"].ToString();
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interaction.text = PlayerPrefs.GetString("Interact");
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//skills.text = keys["Settings"].ToString();
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skills.text = PlayerPrefs.GetString("Skills");
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//settings.text = keys["Inventory"].ToString();
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settings.text = PlayerPrefs.GetString("Settings");
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//attack.text = keys["Skills"].ToString();
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attack.text = PlayerPrefs.GetString("Attack");
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//inventory.text = keys["Attack"].ToString();
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inventory.text = PlayerPrefs.GetString("Inventory");
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}
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@ -124,8 +130,10 @@ public class KeyBindScript : MonoBehaviour
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{
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PlayerPrefs.SetString(key.Key, key.Value.ToString()); //Saves the keybinds for each key
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}
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PlayerPrefs.Save();
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InventoryUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
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EquipmentUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Inventory"));
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SkillsUIManager.Instance.keyToOpen = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Skills"));
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}
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}
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@ -229,7 +229,9 @@ public class Player : MonoBehaviour
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private void HandleInput()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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KeyCode keyToAttack = (KeyCode) System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Attack"));
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if (Input.GetKeyDown(keyToAttack))
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{
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attackSword = true;
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}
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@ -32,7 +32,6 @@ public class ChestUIManager : UIBaseManager<Chest>
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}
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}
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public override void Update()
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{
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base.Update();
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