AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Script/AppMain/AxiInput.Settings/UMAMEMultiKeysSetting.cs
2025-03-05 18:03:06 +08:00

175 lines
7.9 KiB
C#

using AxibugEmuOnline.Client.Common;
using AxibugEmuOnline.Client.Manager;
using System.Collections.Generic;
using UnityEngine;
namespace Assets.Script.AppMain.AxiInput.Settings
{
public enum UMAMEKSingleKey
{
INSERT_COIN,
GAMESTART,
UP,
DOWN,
LEFT,
RIGHT,
BTN_A,
BTN_B,
BTN_C,
BTN_D,
BTN_E,
BTN_F
}
public class UMAMEMultiKeysSetting : MultiKeysSetting
{
public UMAMEKSingleKeysSeting[] controllers;
public UMAMEMultiKeysSetting()
{
controllers = new UMAMEKSingleKeysSeting[4];
for (int i = 0; i < controllers.Length; i++)
controllers[i] = new UMAMEKSingleKeysSeting();
}
public bool HadAnyKeyDown(int index)
{
if (index >= controllers.Length)
return false;
return controllers[index].HadAnyKeyDown();
}
public void ClearAll()
{
for (int i = 0; i < controllers.Length; i++)
{
controllers[i].ClearAll();
}
}
public void LoadDefaultSetting()
{
ClearAll();
#if UNITY_PSP2 && !UNITY_EDITOR
//PSV 摇杆
controllers[0].SetKey((ulong)MAMEKSingleKey.GAMESTART, AxiInputEx.ByKeyCode(PSVitaKey.Start));
controllers[0].SetKey((ulong)MAMEKSingleKey.INSERT_COIN, AxiInputEx.ByKeyCode(PSVitaKey.Select));
controllers[0].SetKey((ulong)MAMEKSingleKey.UP, AxiInputEx.ByKeyCode(PSVitaKey.Up));
controllers[0].SetKey((ulong)MAMEKSingleKey.DOWN, AxiInputEx.ByKeyCode(PSVitaKey.Down));
controllers[0].SetKey((ulong)MAMEKSingleKey.LEFT, AxiInputEx.ByKeyCode(PSVitaKey.Left));
controllers[0].SetKey((ulong)MAMEKSingleKey.RIGHT, AxiInputEx.ByKeyCode(PSVitaKey.Right));
controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_A, AxiInputEx.ByKeyCode(PSVitaKey.Block));
controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_B, AxiInputEx.ByKeyCode(PSVitaKey.Cross));
controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_C, AxiInputEx.ByKeyCode(PSVitaKey.Circle));
controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_D, AxiInputEx.ByKeyCode(PSVitaKey.Triangle));
controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_E, AxiInputEx.ByKeyCode(PSVitaKey.L));
controllers[0].SetKey((ulong)MAMEKSingleKey.BTN_F, AxiInputEx.ByKeyCode(PSVitaKey.R));
//PSV 摇杆
controllers[0].SetKey((ulong)MAMEKSingleKey.UP, AxiInputEx.ByAxis(AxiInputAxisType.UP));
controllers[0].SetKey((ulong)MAMEKSingleKey.DOWN, AxiInputEx.ByAxis(AxiInputAxisType.DOWN));
controllers[0].SetKey((ulong)MAMEKSingleKey.LEFT, AxiInputEx.ByAxis(AxiInputAxisType.LEFT));
controllers[0].SetKey((ulong)MAMEKSingleKey.RIGHT, AxiInputEx.ByAxis(AxiInputAxisType.RIGHT));
controllers[0].ColletAllKey();
return;
#endif
#region P1
//P1 键盘
controllers[0].SetKey((ulong)UMAMEKSingleKey.GAMESTART, AxiInputEx.ByKeyCode(KeyCode.Alpha1));
controllers[0].SetKey((ulong)UMAMEKSingleKey.INSERT_COIN, AxiInputEx.ByKeyCode(KeyCode.Alpha5));
controllers[0].SetKey((ulong)UMAMEKSingleKey.UP, AxiInputEx.ByKeyCode(KeyCode.W));
controllers[0].SetKey((ulong)UMAMEKSingleKey.DOWN, AxiInputEx.ByKeyCode(KeyCode.S));
controllers[0].SetKey((ulong)UMAMEKSingleKey.LEFT, AxiInputEx.ByKeyCode(KeyCode.A));
controllers[0].SetKey((ulong)UMAMEKSingleKey.RIGHT, AxiInputEx.ByKeyCode(KeyCode.D));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_A, AxiInputEx.ByKeyCode(KeyCode.J));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_B, AxiInputEx.ByKeyCode(KeyCode.K));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_C, AxiInputEx.ByKeyCode(KeyCode.L));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_D, AxiInputEx.ByKeyCode(KeyCode.U));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_E, AxiInputEx.ByKeyCode(KeyCode.I));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_F, AxiInputEx.ByKeyCode(KeyCode.O));
//Axis
controllers[0].SetKey((ulong)UMAMEKSingleKey.UP, AxiInputEx.ByAxis(AxiInputAxisType.UP));
controllers[0].SetKey((ulong)UMAMEKSingleKey.DOWN, AxiInputEx.ByAxis(AxiInputAxisType.DOWN));
controllers[0].SetKey((ulong)UMAMEKSingleKey.LEFT, AxiInputEx.ByAxis(AxiInputAxisType.LEFT));
controllers[0].SetKey((ulong)UMAMEKSingleKey.RIGHT, AxiInputEx.ByAxis(AxiInputAxisType.RIGHT));
//P1 UGUI
controllers[0].SetKey((ulong)UMAMEKSingleKey.GAMESTART, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.POTION_1));
controllers[0].SetKey((ulong)UMAMEKSingleKey.INSERT_COIN, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.POTION_2));
controllers[0].SetKey((ulong)UMAMEKSingleKey.UP, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.UP));
controllers[0].SetKey((ulong)UMAMEKSingleKey.DOWN, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.DOWN));
controllers[0].SetKey((ulong)UMAMEKSingleKey.LEFT, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.LEFT));
controllers[0].SetKey((ulong)UMAMEKSingleKey.RIGHT, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.RIGHT));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_A, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_1));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_B, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_2));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_C, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_3));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_D, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_4));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_E, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_5));
controllers[0].SetKey((ulong)UMAMEKSingleKey.BTN_F, AxiInputEx.ByUGUIBtn(AxiInputUGuiBtnType.BTN_6));
controllers[0].ColletAllKey();
#endregion
}
}
public class UMAMEKSingleKeysSeting : SingleKeysSetting
{
Dictionary<UMAMEKSingleKey, List<AxiInput>> DictSkey2AxiInput = new Dictionary<UMAMEKSingleKey, List<AxiInput>>();
AxiInput[] AxiInputArr = null;
public void SetKey(ulong Key, AxiInput input)
{
List<AxiInput> list;
if (!DictSkey2AxiInput.TryGetValue((UMAMEKSingleKey)Key, out list))
list = DictSkey2AxiInput[(UMAMEKSingleKey)Key] = ObjectPoolAuto.AcquireList<AxiInput>();
list.Add(input);
}
public bool GetKey(UMAMEKSingleKey Key)
{
List<AxiInput> list;
if (!DictSkey2AxiInput.TryGetValue(Key, out list))
return false;
for (int i = 0; i < list.Count; i++)
{
if (list[i].IsKey())
return true;
}
return false;
}
public bool GetKey(ulong Key)
{
return GetKey((UMAMEKSingleKey)Key);
}
public void ClearAll()
{
foreach (List<AxiInput> singlelist in DictSkey2AxiInput.Values)
ObjectPoolAuto.Release(singlelist);
DictSkey2AxiInput.Clear();
AxiInputArr = null;
}
public void ColletAllKey()
{
List<AxiInput> list = ObjectPoolAuto.AcquireList<AxiInput>();
foreach (List<AxiInput> singlelist in DictSkey2AxiInput.Values)
list.AddRange(singlelist);
AxiInputArr = list.ToArray();
ObjectPoolAuto.Release(list);
}
public bool HadAnyKeyDown()
{
if (AxiInputArr == null)
return false;
for (int i = 0; i < AxiInputArr.Length; i++)
{
if (AxiInputArr[i].IsKey())
return true;
}
return false;
}
}
}