这是脚本......在开始的几行你可以看到键码的用法。我想为安卓系统添加UI按钮,当用户点击该按钮时,它将作为Keycode.A或任何我想要的Keycode。当用户点击该按钮时,它将作为Keycode.A或任何我想要的Keycode,我不想改变脚本。任何解决方案?我是完全的初学者,我不太了解这个代码,所以不想改变它。我得到了它的免费资产2D游戏套件,其中字符艾伦移动与PC控制。我只想把人物控制从PC改为ui按钮。请帮助我,如果我必须改变脚本,我会得到很多错误,我不能处理,所以请帮助。
using UnityEngine;
using UnityEngine.UIElements;
namespace Gamekit2D
{
public class PlayerInput : InputComponent, IDataPersister
{
public static PlayerInput Instance
{
get { return s_Instance; }
}
protected static PlayerInput s_Instance;
public bool HaveControl { get { return m_HaveControl; } }
public InputButton Pause = new InputButton(KeyCode.Escape, XboxControllerButtons.Menu);
public InputButton Interact = new InputButton(KeyCode.E, XboxControllerButtons.Y);
public InputButton MeleeAttack = new InputButton(KeyCode.K, XboxControllerButtons.X);
public InputButton RangedAttack = new InputButton(KeyCode.O, XboxControllerButtons.B);
public InputButton Jump = new InputButton(KeyCode.Space, XboxControllerButtons.A);
public InputAxis Horizontal = new InputAxis(KeyCode.D, KeyCode.A, XboxControllerAxes.LeftstickHorizontal);
public InputAxis Vertical = new InputAxis(KeyCode.W, KeyCode.S, XboxControllerAxes.LeftstickVertical);
[HideInInspector]
public DataSettings dataSettings;
protected bool m_HaveControl = true;
protected bool m_DebugMenuIsOpen = false;
void Awake ()
{
if (s_Instance == null)
s_Instance = this;
else
throw new UnityException("There cannot be more than one PlayerInput script. The instances are " + s_Instance.name + " and " + name + ".");
}
void OnEnable()
{
if (s_Instance == null)
s_Instance = this;
else if(s_Instance != this)
throw new UnityException("There cannot be more than one PlayerInput script. The instances are " + s_Instance.name + " and " + name + ".");
PersistentDataManager.RegisterPersister(this);
}
void OnDisable()
{
PersistentDataManager.UnregisterPersister(this);
s_Instance = null;
}
protected override void GetInputs(bool fixedUpdateHappened)
{
Pause.Get(fixedUpdateHappened, inputType);
Interact.Get(fixedUpdateHappened, inputType);
MeleeAttack.Get(fixedUpdateHappened, inputType);
RangedAttack.Get(fixedUpdateHappened, inputType);
Jump.Get(fixedUpdateHappened, inputType);
Horizontal.Get(inputType);
Vertical.Get(inputType);
if (Input.GetKeyDown(KeyCode.F12))
{
m_DebugMenuIsOpen = !m_DebugMenuIsOpen;
}
}
public override void GainControl()
{
m_HaveControl = true;
GainControl(Pause);
GainControl(Interact);
GainControl(MeleeAttack);
GainControl(RangedAttack);
GainControl(Jump);
GainControl(Horizontal);
GainControl(Vertical);
}
public override void ReleaseControl(bool resetValues = true)
{
m_HaveControl = false;
ReleaseControl(Pause, resetValues);
ReleaseControl(Interact, resetValues);
ReleaseControl(MeleeAttack, resetValues);
ReleaseControl(RangedAttack, resetValues);
ReleaseControl(Jump, resetValues);
ReleaseControl(Horizontal, resetValues);
ReleaseControl(Vertical, resetValues);
}
public void DisableMeleeAttacking()
{
MeleeAttack.Disable();
}
public void EnableMeleeAttacking()
{
MeleeAttack.Enable();
}
public void DisableRangedAttacking()
{
RangedAttack.Disable();
}
public void EnableRangedAttacking()
{
RangedAttack.Enable();
}
public DataSettings GetDataSettings()
{
return dataSettings;
}
public void SetDataSettings(string dataTag, DataSettings.PersistenceType persistenceType)
{
dataSettings.dataTag = dataTag;
dataSettings.persistenceType = persistenceType;
}
public Data SaveData()
{
return new Data<bool, bool>(MeleeAttack.Enabled, RangedAttack.Enabled);
}
public void LoadData(Data data)
{
Data<bool, bool> playerInputData = (Data<bool, bool>)data;
if (playerInputData.value0)
MeleeAttack.Enable();
else
MeleeAttack.Disable();
if (playerInputData.value1)
RangedAttack.Enable();
else
RangedAttack.Disable();
}
void OnGUI()
{
if (m_DebugMenuIsOpen)
{
const float height = 100;
GUILayout.BeginArea(new Rect(30, Screen.height - height, 200, height));
GUILayout.BeginVertical("box");
GUILayout.Label("Press F12 to close");
bool meleeAttackEnabled = GUILayout.Toggle(MeleeAttack.Enabled, "Enable Melee Attack");
bool rangeAttackEnabled = GUILayout.Toggle(RangedAttack.Enabled, "Enable Range Attack");
if (meleeAttackEnabled != MeleeAttack.Enabled)
{
if (meleeAttackEnabled)
MeleeAttack.Enable();
else
MeleeAttack.Disable();
}
if (rangeAttackEnabled != RangedAttack.Enabled)
{
if (rangeAttackEnabled)
RangedAttack.Enable();
else
RangedAttack.Disable();
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}
}
}
这是不可能的。我建议你在按钮被按下的时候直接调用你想要的功能。