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Add Custom Button Setting
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ButtonSettingManager : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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34
Assets/Scripts/Configurations/ButtonSettingManager.cs
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34
Assets/Scripts/Configurations/ButtonSettingManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using TMPro;
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using WindowsInput.Native;
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public class ButtonSettingManager : MonoBehaviour
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{
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public ButtonToKey Button;
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TMP_Dropdown Dropdown;
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void Start()
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{
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Dropdown = GetComponent<TMP_Dropdown>();
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PopulateList();
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GetKeyCode();
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}
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void GetKeyCode()
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{
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if (JsonConfig.HasKey(gameObject.name))
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Dropdown.value = JsonConfig.GetInt(gameObject.name);
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OnValueChanged(Dropdown.value);
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}
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public void OnValueChanged(int value)
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{
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Button.keyToPress = (VirtualKeyCode)Enum.GetValues(typeof(VirtualKeyCode)).GetValue(value);
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}
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void PopulateList()
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{
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string[] enumNames = Enum.GetNames(typeof(VirtualKeyCode));
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List<string> keyNames = new List<string>(enumNames);
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Dropdown.AddOptions(keyNames);
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}
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}
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@ -25,7 +25,7 @@ public class ValueManager : MonoBehaviour
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public void ChangeValueContinue(float value)
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public void ChangeValueContinue(float value)
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{
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{
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tempValue = value;
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tempValue = value;
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Value += value;
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Value += Time.deltaTime * value;
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tmp.text = String.Format("{0:F2}", Value);
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tmp.text = String.Format("{0:F2}", Value);
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isPointerDown = true;
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isPointerDown = true;
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}
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}
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@ -152,9 +152,7 @@ PlayerSettings:
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metroInputSource: 0
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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wsaTransparentSwapchain: 0
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m_HolographicPauseOnTrackingLoss: 1
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m_HolographicPauseOnTrackingLoss: 1
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