106 lines
3.8 KiB
C#
106 lines
3.8 KiB
C#
using System.Collections.Generic;
|
|
using TMPro;
|
|
using UnityEngine;
|
|
using UnityEngine.InputSystem;
|
|
|
|
public class KepRemapPanel : MonoBehaviour
|
|
{
|
|
public List<RemappableKey> remappableKeys = new List<RemappableKey>();
|
|
|
|
private bool hasLoadedKeyRemappingSlots;
|
|
|
|
public List<GameObject> keySlots = new List<GameObject>();
|
|
|
|
public GameObject keyRemapSlotPrefab;
|
|
|
|
public RectTransform keyRemapContainer;
|
|
|
|
public float maxVertical;
|
|
|
|
public float horizontalOffset;
|
|
|
|
public float verticalOffset;
|
|
|
|
public int currentVertical;
|
|
|
|
public int currentHorizontal;
|
|
|
|
public GameObject sectionTextPrefab;
|
|
|
|
private void LoadRemappedKeys()
|
|
{
|
|
if (!hasLoadedKeyRemappingSlots)
|
|
{
|
|
hasLoadedKeyRemappingSlots = true;
|
|
for (int i = 0; i < remappableKeys.Count; i++)
|
|
{
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
for (int i = 0; i < keySlots.Count; i++)
|
|
{
|
|
Object.Destroy(keySlots[i]);
|
|
}
|
|
keySlots.Clear();
|
|
hasLoadedKeyRemappingSlots = false;
|
|
}
|
|
|
|
private void OnEnable()
|
|
{
|
|
LoadRemappedKeys();
|
|
currentVertical = 0;
|
|
currentHorizontal = 0;
|
|
Vector2 anchoredPosition = new Vector2(horizontalOffset * (float)currentHorizontal, verticalOffset * (float)currentVertical);
|
|
bool flag = false;
|
|
int num = 0;
|
|
for (int i = 0; i < remappableKeys.Count; i++)
|
|
{
|
|
if (remappableKeys[i].currentInput == null)
|
|
{
|
|
continue;
|
|
}
|
|
GameObject gameObject = Object.Instantiate(keyRemapSlotPrefab, keyRemapContainer);
|
|
keySlots.Add(gameObject);
|
|
gameObject.GetComponentInChildren<TextMeshProUGUI>().text = remappableKeys[i].ControlName;
|
|
gameObject.GetComponent<RectTransform>().anchoredPosition = anchoredPosition;
|
|
SettingsOption componentInChildren = gameObject.GetComponentInChildren<SettingsOption>();
|
|
componentInChildren.rebindableAction = remappableKeys[i].currentInput;
|
|
componentInChildren.rebindableActionBindingIndex = remappableKeys[i].rebindingIndex;
|
|
componentInChildren.gamepadOnlyRebinding = remappableKeys[i].gamepadOnly;
|
|
Debug.Log($"{remappableKeys[i].ControlName}: rebind controls length: {remappableKeys[i].currentInput.action.controls.Count}");
|
|
Debug.Log($"{remappableKeys[i].ControlName}: rebind control binding index is {remappableKeys[i].rebindingIndex}");
|
|
for (int j = 0; j < remappableKeys[i].currentInput.action.controls.Count; j++)
|
|
{
|
|
Debug.Log($"control #{j}: ${InputControlPath.ToHumanReadableString(remappableKeys[i].currentInput.action.bindings[remappableKeys[i].currentInput.action.GetBindingIndexForControl(remappableKeys[i].currentInput.action.controls[j])].effectivePath, InputControlPath.HumanReadableStringOptions.OmitDevice)}");
|
|
}
|
|
int rebindingIndex = remappableKeys[i].rebindingIndex;
|
|
int num2 = Mathf.Max(rebindingIndex, 0);
|
|
componentInChildren.currentlyUsedKeyText.text = InputControlPath.ToHumanReadableString(componentInChildren.rebindableAction.action.bindings[num2].effectivePath, InputControlPath.HumanReadableStringOptions.OmitDevice);
|
|
Debug.Log($"bindingIndex of {componentInChildren.currentlyUsedKeyText.text} : {rebindingIndex}; display bindingIndex: {num2}");
|
|
if (!flag && i + 1 < remappableKeys.Count && remappableKeys[i + 1].gamepadOnly)
|
|
{
|
|
num = (int)(maxVertical + 2f);
|
|
currentVertical = 0;
|
|
currentHorizontal = 0;
|
|
GameObject gameObject2 = Object.Instantiate(sectionTextPrefab, keyRemapContainer);
|
|
gameObject2.GetComponent<RectTransform>().anchoredPosition = new Vector2(-40f, (0f - verticalOffset) * (float)num);
|
|
gameObject2.GetComponentInChildren<TextMeshProUGUI>().text = "REBIND CONTROLLERS";
|
|
keySlots.Add(gameObject2);
|
|
flag = true;
|
|
}
|
|
else
|
|
{
|
|
currentVertical++;
|
|
if ((float)currentVertical > maxVertical)
|
|
{
|
|
currentVertical = 0;
|
|
currentHorizontal++;
|
|
}
|
|
}
|
|
anchoredPosition = new Vector2(horizontalOffset * (float)currentHorizontal, (0f - verticalOffset) * (float)(currentVertical + num));
|
|
}
|
|
}
|
|
}
|