|  |  |  | using System.Collections.Generic; | 
					
						
							|  |  |  | using UnityEngine; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | namespace Game | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     public static class GameSetting | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         public static Dictionary<EFunctionKey, KeyCode> KeyMap; | 
					
						
							|  |  |  |         public static bool IsDebugDraw = true; | 
					
						
							|  |  |  |         public static bool IsMasterControllable = true; | 
					
						
							|  |  |  |         public static bool IsShowExtraHeadBar = true; | 
					
						
							|  |  |  |         public static void Load() | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             KeyMap = new Dictionary<EFunctionKey, KeyCode>(){ | 
					
						
							|  |  |  |                 {EFunctionKey.LightAttack,KeyCode.J}, | 
					
						
							|  |  |  |                 {EFunctionKey.HeavyAttack,KeyCode.K}, | 
					
						
							|  |  |  |                 {EFunctionKey.Lock,KeyCode.L}, | 
					
						
							|  |  |  |                 {EFunctionKey.Interact,KeyCode.U}, | 
					
						
							|  |  |  |                 {EFunctionKey.Flash,KeyCode.LeftShift}, | 
					
						
							|  |  |  |                 {EFunctionKey.Down,KeyCode.S}, | 
					
						
							|  |  |  |                 {EFunctionKey.Up,KeyCode.W}, | 
					
						
							|  |  |  |                 {EFunctionKey.Left,KeyCode.A}, | 
					
						
							|  |  |  |                 {EFunctionKey.Right,KeyCode.D}, | 
					
						
							|  |  |  |                 {EFunctionKey.RightDown,KeyCode.DownArrow}, | 
					
						
							|  |  |  |                 {EFunctionKey.RightUp,KeyCode.UpArrow}, | 
					
						
							|  |  |  |                 {EFunctionKey.RightLeft,KeyCode.LeftArrow}, | 
					
						
							|  |  |  |                 {EFunctionKey.RightRight,KeyCode.RightArrow}, | 
					
						
							|  |  |  |                 {EFunctionKey.Jump,KeyCode.Space}, | 
					
						
							|  |  |  |                 {EFunctionKey.Menu,KeyCode.Escape}, | 
					
						
							|  |  |  |                 {EFunctionKey.Enter,KeyCode.Return}, | 
					
						
							|  |  |  |                 {EFunctionKey.Map,KeyCode.M}, | 
					
						
							|  |  |  |                 {EFunctionKey.Bag,KeyCode.B}, | 
					
						
							|  |  |  |                 {EFunctionKey.Refresh,KeyCode.R}, | 
					
						
							|  |  |  |                 {EFunctionKey.Weapon0,KeyCode.Alpha1}, | 
					
						
							|  |  |  |                 {EFunctionKey.Weapon1,KeyCode.Alpha2}, | 
					
						
							|  |  |  |                 {EFunctionKey.Weapon2,KeyCode.Alpha3}, | 
					
						
							|  |  |  |                 {EFunctionKey.Weapon3,KeyCode.Alpha4}, | 
					
						
							|  |  |  |                 {EFunctionKey.WeaponPre,KeyCode.Q}, | 
					
						
							|  |  |  |                 {EFunctionKey.WeaponNext,KeyCode.E}, | 
					
						
							|  |  |  |                 {EFunctionKey.Test1,KeyCode.P}, | 
					
						
							|  |  |  |             }; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     public abstract partial class Util | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         public static void SetControl(bool isControllable) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             GameSetting.IsMasterControllable = isControllable; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         public static bool IsControl() | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             return GameSetting.IsMasterControllable; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } |