add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -11,6 +11,10 @@ using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
#if REWIRED
using Rewired;
#endif
@@ -223,6 +227,16 @@ public class inputManager : MonoBehaviour
void Awake ()
{
if (useNewInputSystem) {
#if ENABLE_INPUT_SYSTEM
mainKeyboard = Keyboard.current;
InputAxisWrapper.InitializeMove (moveActionReference.action);
InputAxisWrapper.InitializeLook (lookActionReference.action);
#endif
}
getComponentInstance ();
}
@@ -621,6 +635,11 @@ public class inputManager : MonoBehaviour
editInputMenu = newPlayerInputManager.getEditInputMenu ();
}
public bool isUseNewInputSystemActive ()
{
return useNewInputSystem;
}
public bool isUsingGamepad ()
{
return usingGamepad;
@@ -1207,11 +1226,11 @@ public class inputManager : MonoBehaviour
temporalAxesList.Add (temporalMultiAxesList [i].axes [j]);
}
// print (temporalMultiAxesList [i].axesName + " " + temporalMultiAxesList [i].multiAxesEditPanelActive);
// print (temporalMultiAxesList [i].axesName + " " + temporalMultiAxesList [i].multiAxesEditPanelActive);
multiAxes newMultiAxes = new multiAxes (temporalMultiAxesList [i]);
// print (newMultiAxes.axesName + " " + newMultiAxes.multiAxesEditPanelActive);
// print (newMultiAxes.axesName + " " + newMultiAxes.multiAxesEditPanelActive);
newMultiAxes.axesName = temporalMultiAxesList [i].axesName;
@@ -1757,6 +1776,127 @@ public class inputManager : MonoBehaviour
return false;
}
#if ENABLE_INPUT_SYSTEM
Dictionary<KeyCode, Key> keyCache = new Dictionary<KeyCode, Key> ();
Keyboard mainKeyboard;
bool getKey (Key newKey)
{
return mainKeyboard [newKey].isPressed;
}
#endif
bool getKey (KeyCode keyCode)
{
if (keyCode == KeyCode.None) {
return false;
}
#if ENABLE_INPUT_SYSTEM
if (!keyCache.TryGetValue (keyCode, out var key)) {
if (!System.Enum.TryParse<Key> (keyCode.ToString (), out key))
return false;
keyCache [keyCode] = key;
}
if (mainKeyboard [key].isPressed) {
return true;
}
#endif
return false;
}
bool getKeyDown (KeyCode keyCode)
{
if (keyCode == KeyCode.None) {
return false;
}
#if ENABLE_INPUT_SYSTEM
if (!keyCache.TryGetValue (keyCode, out var key)) {
if (!System.Enum.TryParse<Key> (keyCode.ToString (), out key))
return false;
keyCache [keyCode] = key;
}
if (mainKeyboard [key].wasPressedThisFrame) {
return true;
}
#endif
return false;
}
bool getKeyUp (KeyCode keyCode)
{
if (keyCode == KeyCode.None) {
return false;
}
#if ENABLE_INPUT_SYSTEM
if (!keyCache.TryGetValue (keyCode, out var key)) {
if (!System.Enum.TryParse<Key> (keyCode.ToString (), out key))
return false;
keyCache [keyCode] = key;
}
if (mainKeyboard [key].wasReleasedThisFrame) {
return true;
}
#endif
return false;
}
public string horizontalString = "Horizontal";
public string verticalString = "Vertical";
public string mouseXString = "Mouse X";
public string mouseYString = "Mouse Y";
public bool useNewInputSystem;
#if ENABLE_INPUT_SYSTEM
public InputActionReference moveActionReference;
public InputActionReference lookActionReference;
#endif
public float newInputSystemKeyboardAxisSmoothSpeed = 5;
public Vector2 getKeyboardAxisInputValue ()
{
if (useNewInputSystem) {
return InputAxisWrapper.GetMoveAxis (newInputSystemKeyboardAxisSmoothSpeed);
} else {
return new Vector2 (Input.GetAxis (horizontalString), Input.GetAxis (verticalString));
}
}
public Vector2 getKeyboardRawAxisInputValue ()
{
if (useNewInputSystem) {
return InputAxisWrapper.GetMoveRawAxis ();
} else {
return new Vector2 (Input.GetAxisRaw (horizontalString), Input.GetAxisRaw (verticalString));
}
}
public Vector2 getMouseAxisInputValue ()
{
if (useNewInputSystem) {
return InputAxisWrapper.GetLookAxis ();
} else {
return new Vector2 (Input.GetAxis (mouseXString), Input.GetAxis (mouseYString));
}
}
//function called in the script where pressing that button will make an action in the game, for example jump, crouch, shoot, etc...
//every button sends its action and the type of pressing
public bool getKeyboardButtonFromMultiAxesList (int multiAxesIndex, int axesIndex, buttonType type, bool canBeUsedOnPausedGame)
@@ -1820,49 +1960,91 @@ public class inputManager : MonoBehaviour
switch (type) {
//this key is for holding
case buttonType.getKey:
if (Input.GetKey (currentKeyCodeToCheck)) {
if (useNewInputSystem) {
if (getKey (currentKeyCodeToCheck)) {
if (showKeyboardPressed) {
print ("Get Key: " + currentKeyButtonToCheck.keyButton);
}
if (showKeyboardPressed) {
print ("Get Key: " + currentKeyButtonToCheck.keyButton);
if (showKeyboardPressedAction) {
print ("Action Name On Key: " + currentKeyButtonToCheck.Name);
}
return true;
}
} else {
if (Input.GetKey (currentKeyCodeToCheck)) {
if (showKeyboardPressedAction) {
print ("Action Name On Key: " + currentKeyButtonToCheck.Name);
if (showKeyboardPressed) {
print ("Get Key: " + currentKeyButtonToCheck.keyButton);
}
if (showKeyboardPressedAction) {
print ("Action Name On Key: " + currentKeyButtonToCheck.Name);
}
return true;
}
return true;
}
break;
//this key is for press once
case buttonType.getKeyDown:
if (Input.GetKeyDown (currentKeyCodeToCheck)) {
if (useNewInputSystem) {
if (getKeyDown (currentKeyCodeToCheck)) {
if (showKeyboardPressed) {
print ("Get Key Down: " + currentKeyButtonToCheck.keyButton);
}
if (showKeyboardPressed) {
print ("Get Key Down: " + currentKeyButtonToCheck.keyButton);
if (showKeyboardPressedAction) {
print ("Action Name On Key Down: " + currentKeyButtonToCheck.Name);
}
return true;
}
} else {
if (Input.GetKeyDown (currentKeyCodeToCheck)) {
if (showKeyboardPressedAction) {
print ("Action Name On Key Down: " + currentKeyButtonToCheck.Name);
if (showKeyboardPressed) {
print ("Get Key Down: " + currentKeyButtonToCheck.keyButton);
}
if (showKeyboardPressedAction) {
print ("Action Name On Key Down: " + currentKeyButtonToCheck.Name);
}
return true;
}
return true;
}
break;
//this key is for release
case buttonType.getKeyUp:
if (Input.GetKeyUp (currentKeyCodeToCheck)) {
if (useNewInputSystem) {
if (getKeyUp (currentKeyCodeToCheck)) {
if (showKeyboardPressed) {
print ("Get Key Up: " + currentKeyButtonToCheck.keyButton);
}
if (showKeyboardPressed) {
print ("Get Key Up: " + currentKeyButtonToCheck.keyButton);
if (showKeyboardPressedAction) {
print ("Action Name On Key Up: " + currentKeyButtonToCheck.Name);
}
return true;
}
} else {
if (Input.GetKeyUp (currentKeyCodeToCheck)) {
if (showKeyboardPressedAction) {
print ("Action Name On Key Up: " + currentKeyButtonToCheck.Name);
if (showKeyboardPressed) {
print ("Get Key Up: " + currentKeyButtonToCheck.keyButton);
}
if (showKeyboardPressedAction) {
print ("Action Name On Key Up: " + currentKeyButtonToCheck.Name);
}
return true;
}
return true;
}
break;
@@ -2028,7 +2210,7 @@ public class inputManager : MonoBehaviour
currentTouch = Input.GetTouch (currentTouchIndex);
}
if (currentTouch.phase == TouchPhase.Began) {
if (currentTouch.phase == UnityEngine.TouchPhase.Began) {
//if the button is pressed (OnPointerDown), return true
//print ("getKeyDown");
return true;
@@ -2053,7 +2235,8 @@ public class inputManager : MonoBehaviour
currentTouch = Input.GetTouch (currentTouchIndex);
}
if (currentTouch.phase == TouchPhase.Stationary || currentTouch.phase == TouchPhase.Moved) {
if (currentTouch.phase == UnityEngine.TouchPhase.Stationary ||
currentTouch.phase == UnityEngine.TouchPhase.Moved) {
//if the button is pressed OnPointerDown, and is not released yet (OnPointerUp), return true
//print ("getKey");
return true;
@@ -2078,7 +2261,7 @@ public class inputManager : MonoBehaviour
currentTouch = Input.GetTouch (currentTouchIndex);
}
if (currentTouch.phase == TouchPhase.Ended) {
if (currentTouch.phase == UnityEngine.TouchPhase.Ended) {
//if the button is released (OnPointerUp), return true
//print ("getKeyUp");
return true;
@@ -3715,6 +3898,10 @@ public class inputManager : MonoBehaviour
public KeyCode key = KeyCode.A;
#if ENABLE_INPUT_SYSTEM
public Key keyInput;
#endif
#if REWIRED
[ActionIdProperty(typeof(RewiredConsts.Action))]
public int rewiredAction = -1;