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