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CrowdControl/Assets/AlmostEngine/Shared/Scripts/HotKey.cs

74 lines
1.8 KiB
C#

using UnityEngine;
using System.Collections;
namespace AlmostEngine
{
[System.Serializable]
/// <summary>
/// Hotkey are used to create keyboard combinaisons.
/// </summary>
public class HotKey
{
public bool m_Shift = false;
public bool m_Control = false;
public bool m_Alt = false;
public KeyCode m_Key = KeyCode.None;
public HotKey ()
{
}
public HotKey (bool shift, bool control, bool alt, KeyCode key)
{
m_Shift = shift;
m_Control = control;
m_Alt = alt;
m_Key = key;
}
/// <summary>
/// Determines whether this hotkey is pressed. Only works when the application is playing.
/// </summary>
/// <returns><c>true</c> if this instance is pressed; otherwise, <c>false</c>.</returns>
public bool IsPressed ()
{
if (m_Key == KeyCode.None)
return false;
if ((!m_Shift || Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
&& (!m_Control || Input.GetKey (KeyCode.LeftControl) || Input.GetKey (KeyCode.RightControl))
&& (!m_Alt || Input.GetKey (KeyCode.LeftAlt) || Input.GetKey (KeyCode.RightAlt))
&& Input.GetKeyUp (m_Key)) {
return true;
}
return false;
}
#if UNITY_EDITOR
/// <summary>
/// Determines whether the event e corresponds to the hotkey.
/// </summary>
/// <returns><c>true</c> if this instance is pressed; otherwise, <c>false</c>.</returns>
/// <param name="e">E.</param>
public bool IsPressed (Event e)
{
if (e == null)
return false;
if (m_Key == KeyCode.None)
return false;
if (e.type == EventType.KeyUp
&& (!m_Shift || e.shift)
&& (!m_Control || e.control)
&& (!m_Alt || e.alt)
&& (e.keyCode == m_Key)) {
return true;
}
return false;
}
#endif
}
}