An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
namespace Fungus
{
// <summary>
/// Store Input.GetKey in a variable. Supports an optional Negative key input. A negative value will be overridden by a positive one, they do not add.
/// </summary>
[CommandInfo("Input",
"GetKey",
"Store Input.GetKey in a variable. Supports an optional Negative key input. A negative value will be overridden by a positive one, they do not add.")]
[AddComponentMenu("")]
public class GetKey : Command
{
[SerializeField]
protected KeyCode keyCode = KeyCode.None;
[Tooltip("Optional, secondary or negative keycode. For booleans will also set to true, for int and float will set to -1.")]
[SerializeField]
protected KeyCode keyCodeNegative = KeyCode.None;
[SerializeField]
[Tooltip("Only used if KeyCode is KeyCode.None, expects a name of the key to use.")]
protected StringData keyCodeName = new StringData(string.Empty);
[SerializeField]
[Tooltip("Optional, secondary or negative keycode. For booleans will also set to true, for int and float will set to -1." +
"Only used if KeyCode is KeyCode.None, expects a name of the key to use.")]
protected StringData keyCodeNameNegative = new StringData(string.Empty);
public enum InputKeyQueryType
{
Down,
Up,
State
}
[Tooltip("Do we want an Input.GetKeyDown, GetKeyUp or GetKey")]
[SerializeField]
protected InputKeyQueryType keyQueryType = InputKeyQueryType.State;
[Tooltip("Will store true or false or 0 or 1 depending on type. Sets true or -1 for negative key values.")]
[SerializeField]
[VariableProperty(typeof(FloatVariable), typeof(BooleanVariable), typeof(IntegerVariable))]
protected Variable outValue;
public override void OnEnter()
{
FillOutValue(0);
if (keyCodeNegative != KeyCode.None)
{
DoKeyCode(keyCodeNegative, -1);
}
else if (!string.IsNullOrEmpty(keyCodeNameNegative))
{
DoKeyName(keyCodeNameNegative, -1);
}
if (keyCode != KeyCode.None)
{
DoKeyCode(keyCode, 1);
}
else if (!string.IsNullOrEmpty(keyCodeName))
{
DoKeyName(keyCodeName, 1);
}
Continue();
}
private void DoKeyCode(KeyCode key, int trueVal)
{
switch (keyQueryType)
{
case InputKeyQueryType.Down:
if (Input.GetKeyDown(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.Up:
if (Input.GetKeyUp(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.State:
if (Input.GetKey(key))
{
FillOutValue(trueVal);
}
break;
default:
break;
}
}
private void DoKeyName(string key, int trueVal)
{
switch (keyQueryType)
{
case InputKeyQueryType.Down:
if (Input.GetKeyDown(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.Up:
if (Input.GetKeyUp(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.State:
if (Input.GetKey(key))
{
FillOutValue(trueVal);
}
break;
default:
break;
}
}
private void FillOutValue(int v)
{
FloatVariable fvar = outValue as FloatVariable;
if (fvar != null)
{
fvar.Value = v;
return;
}
BooleanVariable bvar = outValue as BooleanVariable;
if (bvar != null)
{
bvar.Value = v == 0 ? false : true;
return;
}
IntegerVariable ivar = outValue as IntegerVariable;
if (ivar != null)
{
ivar.Value = v;
return;
}
}
public override string GetSummary()
{
if (outValue == null)
{
return "Error: no outvalue set";
}
return (keyCode != KeyCode.None ? keyCode.ToString() : keyCodeName) + " in " + outValue.Key;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool HasReference(Variable variable)
{
if (keyCodeName.stringRef == variable || outValue == variable || keyCodeNameNegative.stringRef == variable)
return true;
return false;
}
}
}