using System; using UnityEngine; namespace Framework.Input.States { /// Inputs suitable for controlling a character in a platformer game public class DialogueInputState { /// Initializes a new input state public DialogueInputState() { this.Up = new Trigger(); this.Down = new Trigger(); this.Left = new Trigger(); this.Right = new Trigger(); this.Cancel = new Trigger(); this.Accept = new Trigger(); } /// /// Current state of the 'up' trigger used to climb, shoot upwards or submit /// [ DefaultKey(KeyCode.UpArrow), DefaultJoystickAxis("Vertical+"), Description("Move up") ] public Trigger Up; /// /// Current state of the 'down' trigger used to kneel, shoot downwards or submit /// [ DefaultKey(KeyCode.DownArrow), DefaultJoystickAxis("Vertical-"), Description("Move down") ] public Trigger Down; /// Current state of the 'left' trigger used to struggle [ DefaultKey(KeyCode.LeftArrow), DefaultJoystickAxis("Horizontal-"), Description("Move to the left") ] public Trigger Left; /// Current state of the 'right' trigger used to struggle [ DefaultKey(KeyCode.RightArrow), DefaultJoystickAxis("Horizontal+"), Description("Move to the right") ] public Trigger Right; /// Current state of the 'cancel' trigger used to cancel dialogs [ DefaultKey(KeyCode.Escape), DefaultKey(KeyCode.Joystick1Button1), Description("Cancel the current selection") ] public Trigger Cancel; /// Current state of the 'accept' trigger used to confirm dialogs [ DefaultKey(KeyCode.Space), DefaultKey(KeyCode.KeypadEnter), DefaultKey(KeyCode.Return), DefaultKey(KeyCode.Joystick1Button0), Description("Accept the current selection") ] public Trigger Accept; } } // namespace Framework.Input.States