mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2025-02-20 12:24:22 +01:00
280 lines
No EOL
15 KiB
C#
280 lines
No EOL
15 KiB
C#
// Copyright (c) 2015 Augie R. Maddox, Guavaman Enterprises. All rights reserved.
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#pragma warning disable 0219
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#pragma warning disable 0618
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#pragma warning disable 0649
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namespace Rewired.UI.ControlMapper {
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using UnityEngine;
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using System.Collections.Generic;
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public class LanguageData : ScriptableObject {
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[SerializeField]
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private string _yes = "Yes";
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[SerializeField]
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private string _no = "No";
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[SerializeField]
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private string _add = "Add";
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[SerializeField]
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private string _replace = "Replace";
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[SerializeField]
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private string _remove = "Remove";
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[SerializeField]
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private string _cancel = "Cancel";
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[SerializeField]
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private string _none = "None";
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[SerializeField]
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private string _okay = "Okay";
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[SerializeField]
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private string _done = "Done";
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[SerializeField]
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private string _default = "Default";
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[SerializeField]
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private string _assignControllerWindowTitle = "Choose Controller";
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[SerializeField]
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private string _assignControllerWindowMessage = "Press any button or move an axis on the controller you would like to use.";
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[SerializeField]
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private string _controllerAssignmentConflictWindowTitle = "Controller Assignment";
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[SerializeField]
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[Tooltip("{0} = Joystick Name\n{1} = Other Player Name\n{2} = This Player Name")]
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private string _controllerAssignmentConflictWindowMessage = "{0} is already assigned to {1}. Do you want to assign this controller to {2} instead?";
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[SerializeField]
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private string _elementAssignmentPrePollingWindowMessage = "First center or zero all sticks and axes and press any button or wait for the timer to finish.";
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[SerializeField]
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[Tooltip("{0} = Action Name")]
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private string _joystickElementAssignmentPollingWindowMessage = "Now press a button or move an axis to assign it to {0}.";
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[SerializeField]
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[Tooltip("This text is only displayed when split-axis fields have been disabled and the user clicks on the full-axis field. Button/key/D-pad input cannot be assigned to a full-axis field.\n{0} = Action Name")]
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private string _joystickElementAssignmentPollingWindowMessage_fullAxisFieldOnly = "Now move an axis to assign it to {0}.";
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[SerializeField]
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[Tooltip("{0} = Action Name")]
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private string _keyboardElementAssignmentPollingWindowMessage = "Press a key to assign it to {0}. Modifier keys may also be used. To assign a modifier key alone, hold it down for 1 second.";
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[SerializeField]
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[Tooltip("{0} = Action Name")]
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private string _mouseElementAssignmentPollingWindowMessage = "Press a mouse button or move an axis to assign it to {0}.";
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[SerializeField]
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[Tooltip("This text is only displayed when split-axis fields have been disabled and the user clicks on the full-axis field. Button/key/D-pad input cannot be assigned to a full-axis field.\n{0} = Action Name")]
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private string _mouseElementAssignmentPollingWindowMessage_fullAxisFieldOnly = "Move an axis to assign it to {0}.";
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[SerializeField]
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private string _elementAssignmentConflictWindowMessage = "Assignment Conflict";
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[SerializeField]
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[Tooltip("{0} = Element Name")]
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private string _elementAlreadyInUseBlocked = "{0} is already in use cannot be replaced.";
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[SerializeField]
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[Tooltip("{0} = Element Name")]
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private string _elementAlreadyInUseCanReplace = "{0} is already in use. Do you want to replace it?";
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[SerializeField]
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[Tooltip("{0} = Element Name")]
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private string _elementAlreadyInUseCanReplace_conflictAllowed = "{0} is already in use. Do you want to replace it? You may also choose to add the assignment anyway.";
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[SerializeField]
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private string _mouseAssignmentConflictWindowTitle = "Mouse Assignment";
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[SerializeField]
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[Tooltip("{0} = Other Player Name\n{1} = This Player Name")]
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private string _mouseAssignmentConflictWindowMessage = "The mouse is already assigned to {0}. Do you want to assign the mouse to {1} instead?";
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[SerializeField]
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private string _calibrateControllerWindowTitle = "Calibrate Controller";
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[SerializeField]
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private string _calibrateAxisStep1WindowTitle = "Calibrate Zero";
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[SerializeField]
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[Tooltip("{0} = Axis Name")]
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private string _calibrateAxisStep1WindowMessage = "Center or zero {0} and press any button or wait for the timer to finish.";
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[SerializeField]
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private string _calibrateAxisStep2WindowTitle = "Calibrate Range";
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[SerializeField]
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[Tooltip("{0} = Axis Name")]
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private string _calibrateAxisStep2WindowMessage = "Move {0} through its entire range then press any button or wait for the timer to finish.";
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[SerializeField]
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private string _inputBehaviorSettingsWindowTitle = "Sensitivity Settings";
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[SerializeField]
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private string _restoreDefaultsWindowTitle = "Restore Defaults";
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[SerializeField]
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[Tooltip("Message for a single player game.")]
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private string _restoreDefaultsWindowMessage_onePlayer = "This will restore the default input configuration. Are you sure you want to do this?";
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[SerializeField]
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[Tooltip("Message for a multi-player game.")]
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private string _restoreDefaultsWindowMessage_multiPlayer = "This will restore the default input configuration for all players. Are you sure you want to do this?";
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[SerializeField]
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private string _actionColumnLabel = "Actions";
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[SerializeField]
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private string _keyboardColumnLabel = "Keyboard";
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[SerializeField]
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private string _mouseColumnLabel = "Mouse";
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[SerializeField]
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private string _controllerColumnLabel = "Controller";
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[SerializeField]
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private string _removeControllerButtonLabel = "Remove";
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[SerializeField]
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private string _calibrateControllerButtonLabel = "Calibrate";
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[SerializeField]
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private string _assignControllerButtonLabel = "Assign Controller";
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[SerializeField]
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private string _inputBehaviorSettingsButtonLabel = "Sensitivity";
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[SerializeField]
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private string _doneButtonLabel = "Done";
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[SerializeField]
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private string _restoreDefaultsButtonLabel = "Restore Defaults";
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[SerializeField]
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private string _playersGroupLabel = "Players:";
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[SerializeField]
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private string _controllerSettingsGroupLabel = "Controller:";
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[SerializeField]
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private string _assignedControllersGroupLabel = "Assigned Controllers:";
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[SerializeField]
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private string _settingsGroupLabel = "Settings:";
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[SerializeField]
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private string _mapCategoriesGroupLabel = "Categories:";
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[SerializeField]
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private string _calibrateWindow_deadZoneSliderLabel = "Dead Zone:";
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[SerializeField]
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private string _calibrateWindow_zeroSliderLabel = "Zero:";
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[SerializeField]
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private string _calibrateWindow_sensitivitySliderLabel = "Sensitivity:";
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[SerializeField]
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private string _calibrateWindow_invertToggleLabel = "Invert";
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[SerializeField]
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private string _calibrateWindow_calibrateButtonLabel = "Calibrate";
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[SerializeField]
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private CustomEntry[] _customEntries;
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// Working vars
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private bool _initialized;
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private Dictionary<string, string> customDict;
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// Public Methods / Properties
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public void Initialize() {
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if(_initialized) return;
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customDict = CustomEntry.ToDictionary(_customEntries);
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_initialized = true;
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}
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public string GetCustomEntry(string key) {
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if(string.IsNullOrEmpty(key)) return string.Empty;
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string value;
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if(!customDict.TryGetValue(key, out value)) return string.Empty;
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return value;
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}
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public bool ContainsCustomEntryKey(string key) {
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if(string.IsNullOrEmpty(key)) return false;
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return customDict.ContainsKey(key);
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}
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public string yes => _yes;
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public string no => _no;
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public string add => _add;
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public string replace => _replace;
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public string remove => _remove;
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public string cancel => _cancel;
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public string none => _none;
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public string okay => _okay;
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public string done => _done;
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public string default_ => _default;
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public string assignControllerWindowTitle => _assignControllerWindowTitle;
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public string assignControllerWindowMessage => _assignControllerWindowMessage;
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public string controllerAssignmentConflictWindowTitle => _controllerAssignmentConflictWindowTitle;
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public string elementAssignmentPrePollingWindowMessage => _elementAssignmentPrePollingWindowMessage;
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public string elementAssignmentConflictWindowMessage => _elementAssignmentConflictWindowMessage;
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public string mouseAssignmentConflictWindowTitle => _mouseAssignmentConflictWindowTitle;
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public string calibrateControllerWindowTitle => _calibrateControllerWindowTitle;
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public string calibrateAxisStep1WindowTitle => _calibrateAxisStep1WindowTitle;
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public string calibrateAxisStep2WindowTitle => _calibrateAxisStep2WindowTitle;
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public string inputBehaviorSettingsWindowTitle => _inputBehaviorSettingsWindowTitle;
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public string restoreDefaultsWindowTitle => _restoreDefaultsWindowTitle;
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public string actionColumnLabel => _actionColumnLabel;
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public string keyboardColumnLabel => _keyboardColumnLabel;
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public string mouseColumnLabel => _mouseColumnLabel;
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public string controllerColumnLabel => _controllerColumnLabel;
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public string removeControllerButtonLabel => _removeControllerButtonLabel;
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public string calibrateControllerButtonLabel => _calibrateControllerButtonLabel;
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public string assignControllerButtonLabel => _assignControllerButtonLabel;
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public string inputBehaviorSettingsButtonLabel => _inputBehaviorSettingsButtonLabel;
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public string doneButtonLabel => _doneButtonLabel;
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public string restoreDefaultsButtonLabel => _restoreDefaultsButtonLabel;
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public string controllerSettingsGroupLabel => _controllerSettingsGroupLabel;
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public string playersGroupLabel => _playersGroupLabel;
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public string assignedControllersGroupLabel => _assignedControllersGroupLabel;
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public string settingsGroupLabel => _settingsGroupLabel;
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public string mapCategoriesGroupLabel => _mapCategoriesGroupLabel;
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public string restoreDefaultsWindowMessage {
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get {
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if(Rewired.ReInput.players.playerCount > 1) return _restoreDefaultsWindowMessage_multiPlayer;
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else return _restoreDefaultsWindowMessage_onePlayer;
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}
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}
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public string calibrateWindow_deadZoneSliderLabel => _calibrateWindow_deadZoneSliderLabel;
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public string calibrateWindow_zeroSliderLabel => _calibrateWindow_zeroSliderLabel;
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public string calibrateWindow_sensitivitySliderLabel => _calibrateWindow_sensitivitySliderLabel;
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public string calibrateWindow_invertToggleLabel => _calibrateWindow_invertToggleLabel;
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public string calibrateWindow_calibrateButtonLabel => _calibrateWindow_calibrateButtonLabel;
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public string GetControllerAssignmentConflictWindowMessage(string joystickName, string otherPlayerName, string currentPlayerName) {
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return string.Format(_controllerAssignmentConflictWindowMessage, joystickName, otherPlayerName, currentPlayerName);
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}
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public string GetJoystickElementAssignmentPollingWindowMessage(string actionName) {
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return string.Format(_joystickElementAssignmentPollingWindowMessage, actionName);
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}
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public string GetJoystickElementAssignmentPollingWindowMessage_FullAxisFieldOnly(string actionName) {
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return string.Format(_joystickElementAssignmentPollingWindowMessage_fullAxisFieldOnly, actionName);
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}
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public string GetKeyboardElementAssignmentPollingWindowMessage(string actionName) {
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return string.Format(_keyboardElementAssignmentPollingWindowMessage, actionName);
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}
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public string GetMouseElementAssignmentPollingWindowMessage(string actionName) {
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return string.Format(_mouseElementAssignmentPollingWindowMessage, actionName);
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}
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public string GetMouseElementAssignmentPollingWindowMessage_FullAxisFieldOnly(string actionName) {
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return string.Format(_mouseElementAssignmentPollingWindowMessage_fullAxisFieldOnly, actionName);
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}
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public string GetElementAlreadyInUseBlocked(string elementName) {
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return string.Format(_elementAlreadyInUseBlocked, elementName);
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}
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public string GetElementAlreadyInUseCanReplace(string elementName, bool allowConflicts) {
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if(!allowConflicts) return string.Format(_elementAlreadyInUseCanReplace, elementName);
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return string.Format(_elementAlreadyInUseCanReplace_conflictAllowed, elementName);
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}
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public string GetMouseAssignmentConflictWindowMessage(string otherPlayerName, string thisPlayerName) {
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return string.Format(_mouseAssignmentConflictWindowMessage, otherPlayerName, thisPlayerName);
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}
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public string GetCalibrateAxisStep1WindowMessage(string axisName) {
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return string.Format(_calibrateAxisStep1WindowMessage, axisName);
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}
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public string GetCalibrateAxisStep2WindowMessage(string axisName) {
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return string.Format(_calibrateAxisStep2WindowMessage, axisName);
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}
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// Classes
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[System.Serializable]
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private class CustomEntry {
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public string key;
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public string value;
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public CustomEntry() {
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}
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public CustomEntry(string key, string value) {
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this.key = key;
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this.value = value;
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}
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public static Dictionary<string, string> ToDictionary(CustomEntry[] array) {
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if(array == null) return new Dictionary<string, string>();
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Dictionary<string, string> dict = new Dictionary<string,string>();
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for(int i = 0; i < array.Length; i++) {
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if(array[i] == null) continue;
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if(string.IsNullOrEmpty(array[i].key) || string.IsNullOrEmpty(array[i].value)) continue;
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if(dict.ContainsKey(array[i].key)) {
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Debug.LogError("Key \"" + array[i].key + "\" is already in dictionary!");
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continue;
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}
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dict.Add(array[i].key, array[i].value);
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}
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return dict;
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}
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}
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}
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} |