add MKInputModule for unfocused key event (Up/Down)

master
uc deploy 8 years ago
parent 6ccde6407a
commit 459a835016
  1. 277
      Unity_2018_Frozen/Assets/Frozen/Frozen.unity
  2. 26
      Unity_2018_Frozen/Assets/Frozen/Script/SceneController.cs

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@ -14,6 +14,8 @@ namespace UltraCombos.Frozen
public class SceneController : Singleton<SceneController>
{
[SerializeField]
GlobalMKHookInput inputModule;
public State state = State.Standby;
[Range(0, 1)]
@ -82,7 +84,7 @@ namespace UltraCombos.Frozen
if (state == State.Standby)
{
target_rate = 0.0f;
if (Input.GetKeyDown(KeyCode.PageDown))
if (GetKeyDown(KeyCode.DownArrow))
{
GoDay();
}
@ -90,11 +92,11 @@ namespace UltraCombos.Frozen
else if (state == State.Day)
{
target_rate = 0.0f;
if (Input.GetKeyDown(KeyCode.PageUp))
if (GetKeyDown(KeyCode.UpArrow))
{
GoStandby();
}
else if (Input.GetKeyDown(KeyCode.PageDown))
else if (GetKeyDown(KeyCode.DownArrow))
{
GoNight();
}
@ -102,11 +104,11 @@ namespace UltraCombos.Frozen
else if (state == State.Night)
{
target_rate = 1.0f;
if (Input.GetKeyDown(KeyCode.PageUp))
if (GetKeyDown(KeyCode.UpArrow))
{
GoStandby();
}
else if (Input.GetKeyDown(KeyCode.PageDown))
else if (GetKeyDown(KeyCode.DownArrow))
{
GoStandby();
}
@ -130,6 +132,19 @@ namespace UltraCombos.Frozen
}
}
private bool GetKeyDown(KeyCode key)
{
if (Application.isFocused)
{
return Input.GetKeyDown(key);
}
else
{
return inputModule.GetButtonDown(key.ToString());
}
}
public void GoStandby()
{
state = State.Standby;
@ -149,7 +164,6 @@ namespace UltraCombos.Frozen
onSceneNight.Invoke();
}
}
}

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