613 lines
22 KiB
C#
613 lines
22 KiB
C#
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#if UNITY_STANDALONE
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// Should other platforms use Json text files saved to disk?
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#define SETTINGS_USES_JSON
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using System.IO;
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#endif
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using System;
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using System.Collections;
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using UnityEngine;
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using NeoFPS.Constants;
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namespace NeoFPS
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{
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[HelpURL("https://docs.neofps.com/manual/neofpsref-mb-fpskeybindings.html")]
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[CreateAssetMenu(fileName = "FpsSettings_KeyBindings", menuName = "NeoFPS/Settings/KeyBindings", order = NeoFpsMenuPriorities.settings_keybindings)]
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public class FpsKeyBindings : SettingsContext<FpsKeyBindings>
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{
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protected override string contextName { get { return "KeyBindings"; } }
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public override string displayTitle { get { return "NeoFPS Key Bindings"; } }
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public override string tocName { get { return "Key Bindings"; } }
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public override string tocID { get { return "settings_keybindings"; } }
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[SerializeField, Tooltip("The keyboard keycodes assigned based on the FpsInputButton generated constant.")]
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private KeyCodePair[] m_KeyCodes = null;
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[Serializable]
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private struct KeyCodePair
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{
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[Tooltip("The primary key or button.")]
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public KeyCode primary;
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[Tooltip("The secondary (alternative) key or button.")]
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public KeyCode secondary;
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public KeyCodePair(KeyCode k1, KeyCode k2)
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{
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primary = k1;
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secondary = k2;
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}
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}
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public void ResetToDefault(KeyboardLayout layout = KeyboardLayout.Qwerty)
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{
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m_KeyCodes = new KeyCodePair[FpsInputButton.count];
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for (int i = 0; i < m_KeyCodes.Length; ++i)
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{
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m_KeyCodes[i] = new KeyCodePair(
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NeoFpsInputManager.GetDefaultPrimaryKey(i, layout),
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NeoFpsInputManager.GetDefaultSecondaryKey(i, layout)
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);
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}
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}
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public override void OnLoad()
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{
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// This needs improving to keep existing bindings
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if (m_KeyCodes.Length != FpsInputButton.count)
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ResetToDefault();
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//settingsObject.AddComponent<ProceduralInputBehaviour>();
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}
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protected override bool CheckIfCurrent()
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{
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return FpsSettings.keyBindings == this;
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}
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public KeyCode GetPrimaryKey(FpsInputButton button)
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{
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return m_KeyCodes[button].primary;
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}
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public KeyCode GetSecondaryKey(FpsInputButton button)
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{
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return m_KeyCodes[button].secondary;
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}
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public bool GetButton(FpsInputButton button)
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{
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#if UNITY_EDITOR
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if (ProceduralInputBehaviour.GetButton(button))
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return true;
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#endif
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KeyCode p = m_KeyCodes[button].primary;
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KeyCode s = m_KeyCodes[button].secondary;
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// Not bound
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if (p == KeyCode.None && s == KeyCode.None)
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return false;
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// One binding
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if (s == KeyCode.None)
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return Input.GetKey(p);
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if (p == KeyCode.None)
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return Input.GetKey(s);
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// Two bindings
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return Input.GetKey(p) || Input.GetKey(s);
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}
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public bool GetButtonDown(FpsInputButton button)
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{
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#if UNITY_EDITOR
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if (ProceduralInputBehaviour.GetButtonDown(button))
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return true;
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#endif
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KeyCode p = m_KeyCodes[button].primary;
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KeyCode s = m_KeyCodes[button].secondary;
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// Not bound
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if (p == KeyCode.None && s == KeyCode.None)
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return false;
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// One binding
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if (s == KeyCode.None)
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return Input.GetKeyDown(p);
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if (p == KeyCode.None)
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return Input.GetKeyDown(s);
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// Two bindings
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int down = 0;
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if (Input.GetKeyDown(p))
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++down;
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if (Input.GetKeyDown(s))
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++down;
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switch (down)
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{
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case 0:
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return false;
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case 2:
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return true;
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default:
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{
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int held = 0;
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if (Input.GetKey(p))
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++held;
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if (Input.GetKey(s))
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++held;
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return held == 1;
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}
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}
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}
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public bool GetButtonUp(FpsInputButton button)
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{
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#if UNITY_EDITOR
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if (ProceduralInputBehaviour.GetButtonReleased(button))
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return true;
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#endif
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KeyCode p = m_KeyCodes[button].primary;
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KeyCode s = m_KeyCodes[button].secondary;
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// Not bound
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if (p == KeyCode.None && s == KeyCode.None)
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return false;
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// One binding
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if (s == KeyCode.None)
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return Input.GetKeyUp(p);
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if (p == KeyCode.None)
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return Input.GetKeyUp(s);
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// Two bindings
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int up = 0;
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if (Input.GetKeyUp(p))
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++up;
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if (Input.GetKeyUp(s))
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++up;
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switch (up)
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{
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case 0:
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return false;
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case 2:
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return true;
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default:
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{
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int held = 0;
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if (Input.GetKey(p))
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++held;
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if (Input.GetKey(s))
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++held;
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return held == 0;
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}
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}
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}
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#region BINDING
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// Rebinding callback
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public delegate void OnRebindDelegate(FpsInputButton button, bool primary, KeyCode to);
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public event OnRebindDelegate onRebind;
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private KeyRebinderBehaviour m_Rebinder = null;
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private KeyRebinderBehaviour rebinder
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{
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get
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{
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if (m_Rebinder == null)
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{
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var settingsObject = FpsSettings.runtimeSettingsObject;
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m_Rebinder = settingsObject.AddComponent<KeyRebinderBehaviour>();
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}
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return m_Rebinder;
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}
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}
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public void RebindInput(FpsInputButton button, bool primary)
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{
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rebinder.RebindInput(button, primary);
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}
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private class KeyRebinderBehaviour : MonoBehaviour
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{
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private Coroutine m_CheckRebindCoroutine;
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private FpsInputButton m_Rebinding = FpsInputButton.None;
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private bool m_RebindingPrimary = false;
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enum SpecialKey
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{
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None,
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Cancel,
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Clear
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}
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private SpecialKey CheckSpecials()
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{
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#if UNITY_WEBGL
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if (Input.GetKeyDown(KeyCode.Tab))
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return SpecialKey.Cancel;
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#endif
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if (Input.GetKeyDown(KeyCode.Escape) ||
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Input.GetKeyDown(KeyCode.LeftWindows) ||
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Input.GetKeyDown(KeyCode.RightWindows) ||
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Input.GetKeyDown(KeyCode.LeftApple) ||
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Input.GetKeyDown(KeyCode.RightApple))
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return SpecialKey.Cancel;
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if (Input.GetKeyDown(KeyCode.Backspace) ||
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Input.GetKeyDown(KeyCode.Delete))
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return SpecialKey.Clear;
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return SpecialKey.None;
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}
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private bool CheckValid(KeyCode code)
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{
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if (code == KeyCode.None)
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return false;
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if (code >= KeyCode.JoystickButton0 && code <= KeyCode.Joystick8Button19)
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return false;
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return true;
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}
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private KeyCode GetKeyDown()
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{
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// Check if any key pressed
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if (!Input.anyKeyDown)
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return KeyCode.None;
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// Loop through possible keycodes
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foreach (var uncast in Enum.GetValues(typeof(KeyCode)))
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{
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KeyCode current = (KeyCode)uncast;
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if (Input.GetKeyDown(current) && CheckValid(current))
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return current;
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}
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return KeyCode.None;
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}
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private IEnumerator CheckForRebind()
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{
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NeoFpsInputManagerBase.PushEscapeHandler(StubEscapeHandler);
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while (m_Rebinding != FpsInputButton.None)
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{
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yield return null;
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// In rebinding mode here. First valid key pressed
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// will be bound to pending action and saved in settings
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if (Input.anyKeyDown)
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{
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switch (CheckSpecials())
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{
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case SpecialKey.Cancel:
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CancelRebinding();
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break;
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case SpecialKey.Clear:
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ApplyRebind(KeyCode.None);
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break;
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default:
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{
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KeyCode down = GetKeyDown();
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if (CheckValid(down))
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ApplyRebind(down);
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}
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break;
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}
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Input.ResetInputAxes();
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}
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}
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NeoFpsInputManagerBase.PopEscapeHandler(StubEscapeHandler);
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m_CheckRebindCoroutine = null;
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}
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void StubEscapeHandler()
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{
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}
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public void RebindInput(FpsInputButton button, bool primary)
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{
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if (button != FpsInputButton.None)
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{
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m_Rebinding = button;
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if (m_CheckRebindCoroutine != null)
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{
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StopCoroutine(m_CheckRebindCoroutine);
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NeoFpsInputManagerBase.PopEscapeHandler(StubEscapeHandler);
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}
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m_RebindingPrimary = primary;
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instance.dirty = true;
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m_CheckRebindCoroutine = StartCoroutine(CheckForRebind());
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}
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else
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CancelRebinding();
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}
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private void ApplyRebind(KeyCode keyCode)
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{
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// If setting a key, check for clashes with other bindings
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if (keyCode != KeyCode.None)
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{
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for (int i = 0; i < FpsInputButton.count; ++i)
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{
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if (instance.m_KeyCodes[i].primary == keyCode)
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{
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// Cancel if rebinding to same key. Swap if not
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FpsInputButton b = i;
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if (b == m_Rebinding && m_RebindingPrimary)
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{
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CancelRebinding();
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return;
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}
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else
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{
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// Clear the other binding if required
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bool clash = !KeyBindingContextMatrix.CanOverlap(NeoFpsInputManager.GetKeyBindingContext(m_Rebinding), NeoFpsInputManager.GetKeyBindingContext(b));
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//(
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// NeoFpsInputManager.GetKeyBindingContext(m_Rebinding) == KeyBindingContext.Default ||
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// NeoFpsInputManager.GetKeyBindingContext(b) == KeyBindingContext.Default ||
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// NeoFpsInputManager.GetKeyBindingContext(b) == NeoFpsInputManager.GetKeyBindingContext(m_Rebinding)
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// );
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if (clash)
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{
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instance.m_KeyCodes[i].primary = FpsInputButton.None;
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if (instance.onRebind != null)
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instance.onRebind(i, true, FpsInputButton.None);
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}
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}
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}
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if (instance.m_KeyCodes[i].secondary == keyCode)
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{
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// Cancel if rebinding to same key. Swap if not
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FpsInputButton b = i;
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if (b == m_Rebinding && !m_RebindingPrimary)
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{
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CancelRebinding();
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return;
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}
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else
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{
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// Clear the other binding if required
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bool clash = !KeyBindingContextMatrix.CanOverlap(NeoFpsInputManager.GetKeyBindingContext(m_Rebinding), NeoFpsInputManager.GetKeyBindingContext(b));
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//bool clash = (
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// NeoFpsInputManager.GetKeyBindingContext(m_Rebinding) == KeyBindingContext.Default ||
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// NeoFpsInputManager.GetKeyBindingContext(b) == KeyBindingContext.Default ||
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// NeoFpsInputManager.GetKeyBindingContext(b) == NeoFpsInputManager.GetKeyBindingContext(m_Rebinding)
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// );
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if (clash)
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{
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instance.m_KeyCodes[i].secondary = FpsInputButton.None;
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if (instance.onRebind != null)
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instance.onRebind(i, false, FpsInputButton.None);
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}
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}
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}
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}
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}
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// Rebind
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if (m_RebindingPrimary)
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instance.m_KeyCodes[m_Rebinding].primary = keyCode;
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else
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instance.m_KeyCodes[m_Rebinding].secondary = keyCode;
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// Notify
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if (instance.onRebind != null)
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instance.onRebind(m_Rebinding, m_RebindingPrimary, keyCode);
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m_Rebinding = FpsInputButton.None;
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}
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private void CancelRebinding()
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{
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if (instance.onRebind != null && m_Rebinding != FpsInputButton.None)
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{
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if (m_RebindingPrimary)
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instance.onRebind(m_Rebinding, true, instance.m_KeyCodes[m_Rebinding].primary);
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else
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instance.onRebind(m_Rebinding, false, instance.m_KeyCodes[m_Rebinding].secondary);
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}
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m_Rebinding = FpsInputButton.None;
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}
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private KeyCode GetOldBinding()
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{
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if (m_Rebinding == FpsInputButton.None)
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return KeyCode.None;
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if (m_RebindingPrimary)
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return instance.m_KeyCodes[m_Rebinding].primary;
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else
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return instance.m_KeyCodes[m_Rebinding].secondary;
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}
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}
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#endregion
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#region PROCEDURAL INPUT (FOR TESTING AND RECORDING)
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#if UNITY_EDITOR
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private class ProceduralInputBehaviour : MonoBehaviour
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{
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Coroutine m_ProceduralInputCoroutine = null;
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ButtonState[] m_ProceduralButtonStates = new ButtonState[FpsInputButton.count];
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private static ProceduralInputBehaviour s_Instance = null;
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public enum ButtonState
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{
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Up,
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Pressed,
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Down,
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Released
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}
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public static bool GetButtonDown(FpsInputButton button)
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{
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if (s_Instance != null)
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return s_Instance.m_ProceduralButtonStates[button] == ButtonState.Pressed;
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else
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return false;
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}
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public static bool GetButton(FpsInputButton button)
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{
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if (s_Instance != null)
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{
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return s_Instance.m_ProceduralButtonStates[button] == ButtonState.Down ||
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s_Instance.m_ProceduralButtonStates[button] == ButtonState.Pressed;
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}
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else
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return false;
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}
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public static bool GetButtonReleased(FpsInputButton button)
|
||
|
{
|
||
|
if (s_Instance != null)
|
||
|
return s_Instance.m_ProceduralButtonStates[button] == ButtonState.Released;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void Awake()
|
||
|
{
|
||
|
s_Instance = this;
|
||
|
}
|
||
|
|
||
|
void Update()
|
||
|
{
|
||
|
if (Input.GetKeyDown(KeyCode.Insert))
|
||
|
{
|
||
|
if (m_ProceduralInputCoroutine != null)
|
||
|
StopCoroutine(m_ProceduralInputCoroutine);
|
||
|
ResetProceduralInput();
|
||
|
m_ProceduralInputCoroutine = StartCoroutine(ProceduralInputCoroutine());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ResetProceduralInput()
|
||
|
{
|
||
|
for (int i = 0; i < m_ProceduralButtonStates.Length; ++i)
|
||
|
m_ProceduralButtonStates[i] = ButtonState.Up;
|
||
|
m_ProceduralInputCoroutine = null;
|
||
|
}
|
||
|
|
||
|
private float m_ProceduralInputStartTime;
|
||
|
IEnumerator ProceduralInputCoroutine()
|
||
|
{
|
||
|
m_ProceduralInputStartTime = Time.realtimeSinceStartup;
|
||
|
yield return WaitForTime(1f);
|
||
|
yield return TapButton(FpsInputButton.Quickslot1);
|
||
|
yield return WaitForTime(2f);
|
||
|
yield return TapButton(FpsInputButton.PrimaryFire);
|
||
|
yield return WaitForTime(4f);
|
||
|
yield return PressButton(FpsInputButton.SecondaryFire);
|
||
|
yield return WaitForTime(6f);
|
||
|
yield return ReleaseButton(FpsInputButton.SecondaryFire);
|
||
|
yield return WaitForTime(8f);
|
||
|
yield return TapButton(FpsInputButton.Quickslot8);
|
||
|
yield return WaitForTime(9f);
|
||
|
yield return TapButton(FpsInputButton.PrimaryFire);
|
||
|
yield return WaitForTime(14f);
|
||
|
yield return TapButton(FpsInputButton.SecondaryFire);
|
||
|
|
||
|
// Cleanup
|
||
|
ResetProceduralInput();
|
||
|
}
|
||
|
|
||
|
|
||
|
IEnumerator TapButton(FpsInputButton button)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Pressed;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Down;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Released;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Up;
|
||
|
}
|
||
|
IEnumerator PressButton(FpsInputButton button)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Pressed;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Down;
|
||
|
}
|
||
|
IEnumerator ReleaseButton(FpsInputButton button)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Released;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Up;
|
||
|
}
|
||
|
IEnumerator HoldButton(FpsInputButton button, float duration)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Pressed;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Down;
|
||
|
yield return new WaitForSecondsRealtime(duration - (Time.deltaTime * 2f));
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Released;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Up;
|
||
|
}
|
||
|
|
||
|
IEnumerator WaitForTime(float targetTime)
|
||
|
{
|
||
|
targetTime += m_ProceduralInputStartTime;
|
||
|
while (Time.realtimeSinceStartup < targetTime)
|
||
|
yield return null;
|
||
|
}
|
||
|
|
||
|
IEnumerator TapButtonCoroutine(FpsInputButton button)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Pressed;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Down;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Released;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Up;
|
||
|
}
|
||
|
|
||
|
IEnumerator PressButtonCoroutine(FpsInputButton button)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Pressed;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Down;
|
||
|
}
|
||
|
|
||
|
IEnumerator ReleaseButtonCoroutine(FpsInputButton button)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Released;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Up;
|
||
|
}
|
||
|
|
||
|
IEnumerator HoldButtonCoroutine(FpsInputButton button, float duration)
|
||
|
{
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Pressed;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Down;
|
||
|
yield return new WaitForSecondsRealtime(duration - (Time.deltaTime * 2f));
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Released;
|
||
|
yield return null;
|
||
|
m_ProceduralButtonStates[button] = ButtonState.Up;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
#endregion
|
||
|
}
|
||
|
}
|