using UnityEngine; public class UniKeyboard : MonoBehaviour { public KeyCodeCore mKeyCodeCore = new KeyCodeCore(); #region //public UILongClickButton btnP1; //public UILongClickButton btnCoin1; //public UILongClickButton btnA; //public UILongClickButton btnB; //public UILongClickButton btnC; //public UILongClickButton btnD; ////public UILongClickButton btnE; ////public UILongClickButton btnF; //public UILongClickButton btnAB; //public UILongClickButton btnCD; //public UILongClickButton btnABC; //public Transform tfKeyPad; //public FloatingJoystick mJoystick; #endregion //public List mUIBtns = new List(); void Awake() { //mJoystick = GameObject.Find("tfJoystick").GetComponent(); //tfKeyPad = GameObject.Find("tfKeyPad").transform; //btnP1 = GameObject.Find("btnP1").GetComponent(); //btnCoin1 = GameObject.Find("btnCoin1").GetComponent(); //btnA = GameObject.Find("btnA").GetComponent(); //btnB = GameObject.Find("btnB").GetComponent(); //btnC = GameObject.Find("btnC").GetComponent(); //btnD = GameObject.Find("btnD").GetComponent(); ////btnE = GameObject.Find("btnE")?.GetComponent(); ////btnF = GameObject.Find("btnF")?.GetComponent(); //btnAB = GameObject.Find("btnAB").GetComponent(); //btnCD = GameObject.Find("btnCD").GetComponent(); //btnABC = GameObject.Find("btnABC").GetComponent(); //mUIBtns.Add(btnP1); //mUIBtns.Add(btnCoin1); //mUIBtns.Add(btnA); //mUIBtns.Add(btnB); //mUIBtns.Add(btnC); //mUIBtns.Add(btnD); //mUIBtns.Add(btnAB); //mUIBtns.Add(btnCD); //mUIBtns.Add(btnABC); //if (btnE != null) //{ // mUIBtns.Add(btnE); // btnE.gameObject.SetActive(false); //} //else //{ // mUIBtns.Add(btnF); // btnF.gameObject.SetActive(false); //} #if UNITY_STANDALONE_WIN || UNITY_EDITOR //tfKeyPad.gameObject.SetActive(false); #endif } public void Init(Essgee.Emulation.Machines.IMachine Machine) { mKeyCodeCore.Init(Machine, this, false); } public void UpdateInputKey() { mKeyCodeCore.UpdateLogic(); } }