using System.Collections.Generic; using UnityEngine; namespace Game { public static class GameSetting { public static Dictionary KeyMap; public static bool IsDebugDraw = true; public static bool IsMasterControllable = true; public static bool IsShowExtraHeadBar = true; public static void Load() { KeyMap = new Dictionary(){ {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; } } }