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bansonic_beta_main/Assets/scripts/gamePlay_gameplay/KeyBindingManager.cs
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2025-12-24 06:02:06 +08:00

118 lines
4.0 KiB
C#

using UnityEngine;
using System.Collections.Generic;
public class KeyBindingManager : MonoBehaviour
{
private static Dictionary<string, KeyCode> keyBindings = new Dictionary<string, KeyCode>();
private static readonly string[] colors = { "red", "green", "yellow", "purple", "blue" };
private static readonly KeyCode[] defaultKeys = { KeyCode.D, KeyCode.F, KeyCode.Space, KeyCode.J, KeyCode.K };
private static bool initialized = false;
private void Awake()
{
if (!initialized)
{
LoadKeyBindings();
}
Debug.Log("KeyBindingManager Awake() 被调用,开始加载按键映射...");
}
public static KeyCode GetKeyForColor(string color)
{
if (!initialized)
{
LoadKeyBindings();
}
if (string.IsNullOrEmpty(color)) return KeyCode.None;
var keyLower = color.ToLower();
if (keyBindings.TryGetValue(keyLower, out KeyCode key))
{
return key;
}
// fallback: try to map by index order
for (int i = 0; i < colors.Length; i++)
{
if (colors[i] == keyLower)
{
return defaultKeys[i];
}
}
return KeyCode.None;
}
public static void ChangeKeyBinding(string color, KeyCode newKey)
{
if (string.IsNullOrEmpty(color)) return;
var keyLower = color.ToLower();
keyBindings[keyLower] = newKey;
SaveKeyBindings();
}
private static void SaveKeyBindings()
{
for (int i = 0; i < colors.Length; i++)
{
var col = colors[i];
KeyCode k = defaultKeys[i];
if (keyBindings.TryGetValue(col, out KeyCode stored)) k = stored;
PlayerPrefs.SetInt($"KeyBinding_{col}", (int)k);
}
PlayerPrefs.Save();
}
private static void LoadKeyBindings()
{
keyBindings.Clear();
for (int i = 0; i < colors.Length; i++)
{
string col = colors[i];
if (PlayerPrefs.HasKey($"KeyBinding_{col}"))
{
keyBindings[col] = (KeyCode)PlayerPrefs.GetInt($"KeyBinding_{col}");
}
else
{
keyBindings[col] = defaultKeys[i];
}
}
initialized = true;
Debug.Log("KeyBindings 初始化成功:" + string.Join(", ", keyBindings));
}
// Return a human-friendly display string for a KeyCode (symbols shown as their character)
public static string GetDisplayName(KeyCode key)
{
if (key == KeyCode.Space) return "Space";
switch (key)
{
case KeyCode.Quote: return "'"; // single quote
case KeyCode.Semicolon: return ";";
case KeyCode.Comma: return ",";
case KeyCode.Period: return ".";
case KeyCode.Slash: return "/";
case KeyCode.Backslash: return "\\";
case KeyCode.LeftBracket: return "[";
case KeyCode.RightBracket: return "]";
case KeyCode.Minus: return "-";
case KeyCode.Equals: return "=";
case KeyCode.BackQuote: return "`";
case KeyCode.Keypad0: return "Num0";
case KeyCode.Keypad1: return "Num1";
case KeyCode.Keypad2: return "Num2";
case KeyCode.Keypad3: return "Num3";
case KeyCode.Keypad4: return "Num4";
case KeyCode.Keypad5: return "Num5";
case KeyCode.Keypad6: return "Num6";
case KeyCode.Keypad7: return "Num7";
case KeyCode.Keypad8: return "Num8";
case KeyCode.Keypad9: return "Num9";
default:
// For letters and named keys, use ToString(); for better readability, split "Alpha0" -> "0"
string s = key.ToString();
if (s.StartsWith("Alpha") && s.Length > 5) return s.Substring(5);
return s;
}
}
}