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weapon switching done

This commit is contained in:
in0finite 2019-07-25 18:17:58 +02:00
parent 2f1d7fd2ea
commit aa160093c3
2 changed files with 15 additions and 5 deletions
Assets/Scripts/UI
Docs

View file

@ -15,12 +15,13 @@ namespace SanAndreasUnity.UI
Canvas canvas;
GameObject pedMovementInputGo, vehicleInputGo;
Button walkButton, sprintButton, jumpButton, crouchButton, enterButton, aimButton, fireButton, flyButton,
handbrakeButton, backwardVehicleButton, forwardVehicleButton, exitVehicleButton;
exitVehicleButton, nextWeaponButton, previousWeaponButton;
UIEventsPickup jumpButtonEventsPickup, fireButtonEventsPickup, handbrakePickup, backwardVehiclePickup, forwardVehiclePickup;
Text walkButtonText, sprintButtonText, aimButtonText, jumpButtonText, fireButtonText;
ArrowsMovementButton movementButton, turnVehicleButton;
bool m_walkPressed, m_sprintPressed, m_aimPressed, m_crouchPressed, m_enterPressed, m_flyPressed, m_exitVehiclePressed;
bool m_walkPressed, m_sprintPressed, m_aimPressed, m_crouchPressed, m_enterPressed, m_flyPressed, m_exitVehiclePressed,
m_nextWeaponPressed, m_previousWeaponPressed;
public Color activeButtonColor = Color.blue;
public Color inactiveButtonColor = Color.black;
@ -47,6 +48,8 @@ namespace SanAndreasUnity.UI
aimButton = parent.Find("AimButton").GetComponent<Button>();
fireButton = parent.Find("FireButton").GetComponent<Button>();
flyButton = parent.Find("FlyButton").GetComponent<Button>();
nextWeaponButton = parent.Find("NextWeaponButton").GetComponent<Button>();
previousWeaponButton = parent.Find("PreviousWeaponButton").GetComponent<Button>();
movementButton = parent.Find("MovementButton").GetComponent<ArrowsMovementButton>();
parent = vehicleInputGo.transform;
@ -76,11 +79,13 @@ namespace SanAndreasUnity.UI
sprintButton.onClick.AddListener( () => m_sprintPressed = true );
aimButton.onClick.AddListener( () => m_aimPressed = true );
// click buttons: crouch, enter, fly, exit vehicle
// click buttons: crouch, enter, fly, exit vehicle, next weapon, previous weapon
crouchButton.onClick.AddListener( () => m_crouchPressed = true );
enterButton.onClick.AddListener( () => m_enterPressed = true );
flyButton.onClick.AddListener( () => m_flyPressed = true );
exitVehicleButton.onClick.AddListener( () => m_exitVehiclePressed = true );
nextWeaponButton.onClick.AddListener( () => m_nextWeaponPressed = true );
previousWeaponButton.onClick.AddListener( () => m_previousWeaponPressed = true );
}
@ -262,8 +267,13 @@ namespace SanAndreasUnity.UI
customInput.SetKeyDown(KeyCode.T, true);
if (m_exitVehiclePressed)
customInput.SetButtonDown("Use", true);
if (m_nextWeaponPressed)
customInput.SetKeyDown (KeyCode.E, true);
if (m_previousWeaponPressed)
customInput.SetKeyDown (KeyCode.Q, true);
m_walkPressed = m_sprintPressed = m_aimPressed = m_crouchPressed = m_enterPressed = m_flyPressed = m_exitVehiclePressed = false;
m_walkPressed = m_sprintPressed = m_aimPressed = m_crouchPressed = m_enterPressed = m_flyPressed =
m_exitVehiclePressed = m_nextWeaponPressed = m_previousWeaponPressed = false;
// set color of toggle & repeat buttons

View file

@ -29,7 +29,7 @@
- Android: add perms for read/write access to storage ; forbid screen rotation ; assign app version ;
- Touch input: vehicle touch input: forward, backward, handbrake, left & right ; weapon switching buttons ; lock cursor when testing finishes ;
- Touch input: lock cursor when testing finishes ; add vehicle turn multiplier ;
- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;