实现自定义多个数的按键输入
将CustomKey.cs挂在空物体上,并将Button对象拖入预留位置
//CustomKey.cs
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
/// <summary>
/// 自定义按键
/// </summary>
public class CustomKey : MonoBehaviour
{
//声明Button对象以进行拖拽
public Button resetBtn;
public Button jumpBtn;
public Button getDownBtn;
public Button leftHeadBtn;
public Button rightHeadBtn;
public Button musicSwitchBtn;
//键位数量限制
public int keyCountLimit = 2;
public CustomButton jump;
public CustomButton getDown;
public CustomButton leftHead;
public CustomButton rightHead;
public CustomButton musicSwitch;
void Awake()
{
resetBtn.onClick.AddListener(CustomButton.ResetBindKeys);
resetBtn.transform.FindChild("Text").GetComponent<Text>().text = "Reset";
jump = new CustomButton("Jump", jumpBtn, new KeyCode[]{ KeyCode.Space}, keyCountLimit);
getDown = new CustomButton("GetDown", getDownBtn, new KeyCode[] { KeyCode.LeftControl}, keyCountLimit);
leftHead = new CustomButton("LeftHead", leftHeadBtn, new KeyCode[] { KeyCode.Q}, keyCountLimit);
rightHead = new CustomButton("RightHead", rightHeadBtn, new KeyCode[] { KeyCode.E}, keyCountLimit);
musicSwitch = new CustomButton("musicSwitch", musicSwitchBtn, new KeyCode[] { KeyCode.LeftControl, KeyCode.M}, keyCountLimit);
}
void Update()
{
if (CustomButton.isPlaying)
{
jump.Function();
getDown.Function();
leftHead.Function();
rightHead.Function();
musicSwitch.Function();
}
}
void OnGUI()
{
if (CustomButton.isWaitingForKey)
{
Event e = Event.current;
if (e.isKey && e.keyCode != KeyCode.None)
{
if (!CustomButton.tempKeyList.Contains(e.keyCode)) //如果list中不包含该按键,则记录按键
{
CustomButton.tempKeyList.Add(e.keyCode);
CustomButton.tempPressList.Add(false);
CustomButton.currentButton.buttonText.text = CustomButton.MergeText(CustomButton.tempKeyList, keyCountLimit);
}
}
if (CustomButton.tempKeyList.Count > 0) //如果已经开始记录新按键
{
bool result = true;
for (int i = 0; i < CustomButton.tempKeyList.Count ; i++)
{
if(Input.GetKey(CustomButton.tempKeyList[i]))
CustomButton.tempPressList[i] = false;
else
CustomButton.tempPressList[i] = true;
}
for (int i = 0; i < CustomButton.tempKeyList.Count; i++)
{
result = result & CustomButton.tempPressList[i];
}
if (result) //所有已经按下的按键抬起,停止记录按键
{
CustomButton.SetNewKey(keyCountLimit);
}
}
}
}
}
/// <summary>
/// 将屏幕上的Button与实际键盘按钮、名称绑定
/// </summary>
public class CustomButton
{
string FunctionName { set; get; } //功能名称
public Button BindButton { private set; get; } //屏幕上的Button对象
KeyCode[] DefaultKey; //默认绑定的键位
int keyCount; //键位数量
public List<KeyCode> keyList; //当前绑定的键位
List<bool> pressList; //记录每个键位的状态
public Text buttonText; //Button上显示的内容
public static bool isWaitingForKey = false; //等待键盘输入状态
public static bool isPlaying = false; //游戏状态
public static CustomButton currentButton; //当前指向的CustomButton
public static List<KeyCode> tempKeyList = new List<KeyCode>(); //临时存储的键位
public static List<bool> tempPressList = new List<bool>(); //临时键位的状态
static List<CustomButton> buttonList = new List<CustomButton>(); //包含所有CustomButton对象的list
public CustomButton(string functionName, Button button, KeyCode[] keycode, int limit)
{
FunctionName = functionName;
BindButton = button;
if (keycode.Length <= limit) //如果键位数量超过限制,只保存前几个键位
{
DefaultKey = keycode;
}
else
{
DefaultKey = new KeyCode[limit];
for (int i = 0; i < limit; i++)
{
DefaultKey[i] = keycode[i];
}
}
keyCount = PlayerPrefs.GetInt(FunctionName + "keyCount", DefaultKey.Length); //如果有设定过新按钮,则在 PlayerPrefs中读取按键数量,否则设为默认键位的数量
keyList = new List<KeyCode>();
pressList = new List<bool>();
for (int i = 0; i < keyCount; i++)
{
keyList.Add((KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString(FunctionName + i.ToString(), (i < DefaultKey.Length ? DefaultKey[i].ToString() : null)))); //读取按键
pressList.Add(false);
}
buttonText = BindButton.transform.Find("Text").GetComponent<Text>();
buttonText.text = MergeText(keyList); //在Button上显示当前绑定的键位
BindButton.onClick.RemoveAllListeners(); //Button对象移除所有监听方法
BindButton.onClick.AddListener(BtnClick); //Button对象绑定监听方法BtnClick
buttonList.Add(this); //将自己加入list
}
public void BtnClick()
{
if (currentButton != this) //如果当前指向的按钮不是自己
{
if (currentButton != null) //当前指向的按钮不为空,恢复在之前Button上显示绑定的键位
currentButton.buttonText.text = MergeText(currentButton.keyList);
currentButton = this; //将当前指向的按钮指向自己
}
buttonText.text = ""; //将Button上显示的内容设置为""
tempKeyList.Clear();
tempPressList.Clear();
isWaitingForKey = true; //等待键盘输入开启
}
/// <summary>
/// 设置新按键
/// </summary>
/// <param name="limit"></param>
public static void SetNewKey(int limit)
{
if (tempKeyList.Count > limit) //如果键位数量超过限制,只保存前几个和最后一个键位
{
tempKeyList[limit - 1] = tempKeyList[tempKeyList.Count - 1];
tempKeyList.RemoveRange(limit, tempKeyList.Count - limit);
}
KeyConflictDetection();
currentButton.keyList.Clear();
currentButton.pressList.Clear();
for (int i = 0; i < tempKeyList.Count; i++)
{
currentButton.keyList.Add(tempKeyList[i]); //将当前指向的按钮绑定的键位设为传入的键位
currentButton.pressList.Add(false);
PlayerPrefs.SetString(currentButton.FunctionName + i.ToString(), currentButton.keyList[i].ToString()); //将设置的键位存入PlayerPrefs,这样可以在重新运行程序后进行读取
}
currentButton.keyCount = currentButton.keyList.Count;
PlayerPrefs.SetInt(currentButton.FunctionName + "keyCount", currentButton.keyCount);
currentButton.buttonText.text = MergeText(currentButton.keyList); //在当前指向的按钮的Button上显示当前绑定的键位
isWaitingForKey = false; //等待键盘输入关闭
}
/// <summary>
/// 键位冲突检测
/// </summary>
static void KeyConflictDetection()
{
bool repeated = false;
foreach (CustomButton button in buttonList)
{
if (button != currentButton && button.keyList.Count == tempKeyList.Count) //如果两个CustomButton对象键位长度一致
{
for (int i = 0; i < tempKeyList.Count; i++)
{
if (!button.keyList.Contains(tempKeyList[i]))
{
repeated = false;
break;
}
repeated = true;
}
if (repeated)
{
button.keyList.Clear();
button.pressList.Clear();
button.buttonText.text = ""; //将Button显示的内容设为""
}
}
}
}
/// <summary>
/// 恢复默认键
/// </summary>
public static void ResetBindKeys()
{
PlayerPrefs.DeleteAll();
foreach (CustomButton button in buttonList)
{
button.keyList.Clear();
button.pressList.Clear();
button.keyCount = button.DefaultKey.Length;
PlayerPrefs.SetInt(button.FunctionName + "keyCount", button.keyCount);
for (int i = 0; i < button.keyCount; i++)
{
if (!button.keyList.Contains(button.DefaultKey[i])) //如果list中不包含该按键,则加入list
{
button.keyList.Add(button.DefaultKey[i]);
button.pressList.Add(false);
PlayerPrefs.SetString(button.FunctionName + i.ToString(), button.DefaultKey[i].ToString());
}
}
button.buttonText.text = MergeText(button.keyList);
}
isWaitingForKey = false; //等待键盘输入关闭
}
/// <summary>
/// 将按键内容拼接
/// </summary>
/// <param name="e"></param>
/// <returns></returns>
public static string MergeText(List<KeyCode> e)
{
string text = null;
for (int i = 0; i < e.Count; i++)
{
text += e[i].ToString();
if (e.Count - i > 1)
text += "+";
}
return text;
}
public static string MergeText(List<KeyCode> e, int limit)
{
if (e.Count <= limit)
return MergeText(e);
else
{
List<KeyCode> temp = new List<KeyCode>();
for (int i = 0; i < limit - 1; i++)
{
temp.Add(e[i]);
}
temp.Add(e[e.Count-1]);
return MergeText(temp);
}
}
bool functionState = false;
public void Function()
{
bool result = true;
for (int i = 0; i < keyList.Count; i++)
{
if (Input.GetKey(keyList[i]))
{
pressList[i] = true;
}
else
{
pressList[i] = false;
functionState = false;
}
}
for (int i = 0; i < keyList.Count; i++)
{
result = result & pressList[i];
}
if (result && !functionState)
{
Debug.Log(FunctionName);
functionState = true;
}
}
}
UISwitch.cs挂在canvas对象上,canvas隐藏后可以检测按键设置是否有效
//UISwitch.cs
using UnityEngine;
public class UISwitch : MonoBehaviour {
void OnEnable()
{
CustomButton.isPlaying = false;
}
void OnDisable()
{
CustomButton.isPlaying = true;
if (CustomButton.isWaitingForKey) //如果正在设置新按键时关闭UI,则恢复原先的按键
{
CustomButton.currentButton.buttonText.text = CustomButton.MergeText(CustomButton.currentButton.keyList);
CustomButton.isWaitingForKey = false;
}
}
}