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57 lines
2.1 KiB
C#

2 years ago
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 = false;
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;
}
}
}