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913a0b390fee11c478e9b3d8fc3857a1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs b/Assets/Scripts/Games/CoinToss/CoinToss.cs new file mode 100644 index 00000000..051a54d3 --- /dev/null +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs @@ -0,0 +1,189 @@ +using DG.Tweening; +using NaughtyBezierCurves; +using HeavenStudio.Util; +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace HeavenStudio.Games.Loaders +{ + using static Minigames; + public static class NtrCoinLoader + { + public static Minigame AddGame(EventCaller eventCaller) + { + return new Minigame("coinToss", "Coin Toss \n [One coin at a time!]", "B4E6F6", false, false, new List() + { + new GameAction("toss", delegate { CoinToss.instance.TossCoin(eventCaller.currentEntity.beat, eventCaller.currentEntity.toggle); }, 7, false, parameters: new List() + { + new Param("toggle", false, "Audience Reaction", "Enable Audience Reaction"), + }), + + new GameAction("set background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f); }, 0.5f, false, new List() + { + new Param("colorA", CoinToss.defaultBgColor, "Background Color", "The background color to change to") + } ), + new GameAction("fade background color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length); }, 1f, true, new List() + { + new Param("colorA", Color.white, "Start Color", "The starting color in the fade"), + new Param("colorB", CoinToss.defaultBgColor, "End Color", "The ending color in the fade") + } ), + + new GameAction("set foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.ChangeBackgroundColor(e.colorA, 0f, true); }, 0.5f, false, new List() + { + new Param("colorA", CoinToss.defaultFgColor, "Background Color", "The background color to change to") + } ), + new GameAction("fade foreground color", delegate { var e = eventCaller.currentEntity; CoinToss.instance.FadeBackgroundColor(e.colorA, e.colorB, e.length, true); }, 1f, true, new List() + { + new Param("colorA", Color.white, "Start Color", "The starting color in the fade"), + new Param("colorB", CoinToss.defaultFgColor, "End Color", "The ending color in the fade") + } ), + }); + } + } +} + +namespace HeavenStudio.Games +{ + //using Scripts_CoinToss; + public class CoinToss : Minigame + { + + //Right now, you can only throw one coin at a time. + //..Which makes sense, you only have one coin in the original game + + //Though it would need a bit of code rewrite to make it work with multiple coins + + public static CoinToss instance { get; set; } + + private static Color _defaultBgColor; + public static Color defaultBgColor + { + get + { + ColorUtility.TryParseHtmlString("#F7F742", out _defaultBgColor); + return _defaultBgColor; + } + } + + + private static Color _defaultFgColor; + public static Color defaultFgColor + { + get + { + ColorUtility.TryParseHtmlString("#FFFF83", out _defaultFgColor); + return _defaultFgColor; + } + } + + [Header("Backgrounds")] + public SpriteRenderer fg; + public SpriteRenderer bg; + + Tween bgColorTween; + Tween fgColorTween; + + [Header("Animators")] + public Animator handAnimator; + + public Boolean isThrowing; + + public bool audienceReacting; + + public PlayerActionEvent coin; + + private void Awake() + { + instance = this; + isThrowing = false; + + coin = null; + } + + private void Update() + { + //nothing + } + + private void LateUpdate() + { + //nothing + } + + public void TossCoin(float beat, bool audienceReacting) + { + if (coin != null) return; + + //Play sound and animations + Jukebox.PlayOneShotGame("coinToss/throw"); + handAnimator.Play("Throw", 0, 0); + //Game state says the hand is throwing the coin + isThrowing = true; + + this.audienceReacting = audienceReacting; + + coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty); + //coin.perfectOnly = true; + } + + public void CatchSuccess(PlayerActionEvent caller, float state) + { + Jukebox.PlayOneShotGame("coinToss/catch"); + if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/applause"); + handAnimator.Play("Catch_success", 0, 0); + + isThrowing = false; + } + + public void CatchMiss(PlayerActionEvent caller) + { + Jukebox.PlayOneShotGame("coinToss/miss"); + if(this.audienceReacting) Jukebox.PlayOneShotGame("coinToss/disappointed"); + handAnimator.Play("Pickup", 0, 0); + + isThrowing = false; + } + + public void CatchEmpty(PlayerActionEvent caller) + { + handAnimator.Play("Catch_empty", 0, 0); + isThrowing = false; + + coin.CanHit(false); + } + + public void ChangeBackgroundColor(Color color, float beats, bool isFg = false) + { + var seconds = Conductor.instance.secPerBeat * beats; + + if(!isFg) + { + if (bgColorTween != null) + bgColorTween.Kill(true); + } else + { + if (fgColorTween != null) + fgColorTween.Kill(true); + } + + + if (seconds == 0) + { + if(!isFg) bg.color = color; + if (isFg) fg.color = color; + } + else + { + if(!isFg) bgColorTween = bg.DOColor(color, seconds); + if(isFg) fgColorTween = fg.DOColor(color, seconds); + } + } + + public void FadeBackgroundColor(Color start, Color end, float beats, bool isFg = false) + { + ChangeBackgroundColor(start, 0f, isFg); + ChangeBackgroundColor(end, beats, isFg); + } + } +} diff --git a/Assets/Scripts/Games/CoinToss/CoinToss.cs.meta b/Assets/Scripts/Games/CoinToss/CoinToss.cs.meta new file mode 100644 index 00000000..6c7ad100 --- /dev/null +++ b/Assets/Scripts/Games/CoinToss/CoinToss.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e3903a882e6af341896ffb744aae583 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Minigame.cs b/Assets/Scripts/Games/Minigame.cs index 162f02cf..444dc7af 100644 --- a/Assets/Scripts/Games/Minigame.cs +++ b/Assets/Scripts/Games/Minigame.cs @@ -6,7 +6,7 @@ namespace HeavenStudio.Games { public class Minigame : MonoBehaviour { - public static float earlyTime = 0.84f, perfectTime = 0.91f, lateTime = 1.09f, endTime = 1.15f; + public static float earlyTime = 0.90f, perfectTime = 0.93f, lateTime = 1.06f, endTime = 1.10f; public List EligibleHits = new List(); [System.Serializable] @@ -21,6 +21,123 @@ namespace HeavenStudio.Games public float createBeat; } + + public List scheduledInputs = new List(); + + /** + * Schedule an Input for a later time in the minigame. Executes the methods put in parameters + * + * float startBeat : When the scheduling started (In beats) + * float timer : How many beats later should the input be expected + * InputType inputType : The type of the input that's expected (Press, release, A, B, Directions..) (Check InputType class for a list) + * ActionEventCallbackState OnHit : Method to run if the Input has been Hit + * ActionEventCallback OnMiss : Method to run if the Input has been Missed + * ActionEventCallback OnBlank : Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much) + */ + public PlayerActionEvent ScheduleInput(float startBeat, + float timer, + InputType inputType, + PlayerActionEvent.ActionEventCallbackState OnHit, + PlayerActionEvent.ActionEventCallback OnMiss, + PlayerActionEvent.ActionEventCallback OnBlank) + { + + GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer)); + evtObj.AddComponent(); + + PlayerActionEvent evt = evtObj.GetComponent(); + + evt.startBeat = startBeat; + evt.timer = timer; + evt.inputType = inputType; + evt.OnHit = OnHit; + evt.OnMiss = OnMiss; + evt.OnBlank = OnBlank; + + evt.OnDestroy = RemoveScheduledInput; + + evt.canHit = true; + evt.enabled = true; + + evt.transform.parent = this.transform.parent; + + evtObj.SetActive(true); + + scheduledInputs.Add(evt); + + return evt; + } + + public PlayerActionEvent ScheduleAutoplayInput(float startBeat, + float timer, + InputType inputType, + PlayerActionEvent.ActionEventCallbackState OnHit, + PlayerActionEvent.ActionEventCallback OnMiss, + PlayerActionEvent.ActionEventCallback OnBlank) + { + PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank); + evt.autoplayOnly = true; + return evt; + } + + public PlayerActionEvent ScheduleUserInput(float startBeat, + float timer, + InputType inputType, + PlayerActionEvent.ActionEventCallbackState OnHit, + PlayerActionEvent.ActionEventCallback OnMiss, + PlayerActionEvent.ActionEventCallback OnBlank) + { + PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank); + evt.noAutoplay = true; + return evt; + } + + + + //Clean up method used whenever a PlayerActionEvent has finished + public void RemoveScheduledInput(PlayerActionEvent evt) + { + scheduledInputs.Remove(evt); + } + + //Get the scheduled input that should happen the **Soonest** + //Can return null if there's no scheduled inputs + public PlayerActionEvent GetClosestScheduledInput() + { + PlayerActionEvent closest = null; + + foreach(PlayerActionEvent toCompare in scheduledInputs) + { + if(closest == null) + { + closest = toCompare; + } else + { + float t1 = closest.startBeat + closest.timer; + float t2 = toCompare.startBeat + toCompare.timer; + + Debug.Log("t1=" + t1 + " -- t2=" + t2); + + if (t2 < t1) closest = toCompare; + } + } + + return closest; + } + + //Hasn't been tested yet. *Should* work. + //Can be used to detect if the user is expected to input something now or not + //Useful for strict call and responses games like Tambourine + public bool IsExpectingInputNow() + { + PlayerActionEvent input = GetClosestScheduledInput(); + if (input == null) return false; + + return input.IsExpectingInputNow(); + } + + + // hopefully these will fix the lowbpm problem public static float EarlyTime() { diff --git a/Assets/Scripts/Games/PlayerActionEvent.cs b/Assets/Scripts/Games/PlayerActionEvent.cs new file mode 100644 index 00000000..b0990566 --- /dev/null +++ b/Assets/Scripts/Games/PlayerActionEvent.cs @@ -0,0 +1,170 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using DG.Tweening; +using HeavenStudio.Util; +using Starpelly; + +namespace HeavenStudio.Games +{ + + public class PlayerActionEvent : PlayerActionObject + { + public delegate void ActionEventCallback(PlayerActionEvent caller); + public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state); + + public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly + public ActionEventCallback OnMiss; //Function to trigger when an input has been missed + public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending + + public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\ + + public float startBeat; + public float timer; + + public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss + public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore + + public bool autoplayOnly = false; //Indicates if the input event only triggers when it's autoplay. If set to true, NO Miss or Blank events will be triggered when you're not autoplaying. + + public bool noAutoplay = false; //Indicates if this PlayerActionEvent is recognized by the autoplay. /!\ Overrides autoPlayOnly /!\ + + public InputType inputType; //The type of input. Check the InputType class to see a list of all of them + + public bool perfectOnly = false; //Indicates that the input only recognize perfect inputs. + + public void setHitCallback(ActionEventCallbackState OnHit) + { + this.OnHit = OnHit; + } + + public void setMissCallback(ActionEventCallback OnMiss) + { + this.OnMiss = OnMiss; + } + + public void Enable() { enabled = true; } + public void Disable() { enabled = false; } + + public void CanHit(bool canHit) + { + this.canHit = canHit; + } + + public void Update() + { + if(!Conductor.instance.NotStopped()){CleanUp();} // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates + + if (noAutoplay && autoplayOnly) autoplayOnly = false; + if (noAutoplay && triggersAutoplay){ triggersAutoplay = false; } + + float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat,timer); + StateCheck(normalizedBeat); + + + if (normalizedBeat > Minigame.LateTime()) Miss(); + + + if (IsCorrectInput() && !autoplayOnly) + { + if (state.perfect) + { + Hit(0f); + } + else if (state.early && !perfectOnly) + { + Hit(-1f); + } + else if (state.late && !perfectOnly) + { + Hit(1f); + } + else + { + Blank(); + } + } + } + + public bool IsExpectingInputNow() + { + float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, timer); + return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime(); + } + + public bool IsCorrectInput() + { + // This one is a mouthful but it's an evil good to detect the correct input + // Forgive me for those input type names + return ( + //General inputs, both down and up + (PlayerInput.Pressed() && inputType == InputType.STANDARD_DOWN) || + (PlayerInput.AltPressed() && inputType == InputType.STANDARD_ALT_DOWN) || + (PlayerInput.GetAnyDirectionDown() && inputType == InputType.DIRECTION_DOWN) || + (PlayerInput.PressedUp() && inputType == InputType.STANDARD_UP) || + (PlayerInput.AltPressedUp() && inputType == InputType.STANDARD_ALT_UP) || + (PlayerInput.GetAnyDirectionUp() && inputType == InputType.DIRECTION_UP) || + //Specific directional inputs + (PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_DOWN) || + (PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_DOWN) || + (PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_DOWN) || + (PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_DOWN) || + + (PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType == InputType.DIRECTION_DOWN_UP) || + (PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType == InputType.DIRECTION_UP_UP) || + (PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType == InputType.DIRECTION_LEFT_UP) || + (PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType == InputType.DIRECTION_RIGHT_UP) + ); + } + + + //For the Autoplay + public override void OnAce() + { + Hit(0f); + } + + //The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late + public void Hit(float state) + { + if (OnHit != null && enabled) + { + if(canHit) + { + OnHit(this, state); + CleanUp(); + } else + { + Blank(); + } + } + + } + + public void Miss() + { + if (OnMiss != null && enabled && !autoplayOnly) + { + OnMiss(this); + } + + CleanUp(); + } + + public void Blank() + { + if(OnBlank != null && enabled && !autoplayOnly) + { + OnBlank(this); + } + } + + public void CleanUp() + { + OnDestroy(this); + Destroy(this.gameObject); + } + + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/PlayerActionEvent.cs.meta b/Assets/Scripts/Games/PlayerActionEvent.cs.meta new file mode 100644 index 00000000..bd61831d --- /dev/null +++ b/Assets/Scripts/Games/PlayerActionEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f2119e14dfba60f4abe4d2410a5e1b1b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/InputType.cs b/Assets/Scripts/InputType.cs new file mode 100644 index 00000000..84572049 --- /dev/null +++ b/Assets/Scripts/InputType.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +namespace HeavenStudio +{ + public enum InputType : int { + + //General + //------- + //Down + STANDARD_DOWN = 0, + STANDARD_ALT_DOWN = 1, + DIRECTION_DOWN = 2, + //Up + STANDARD_UP = 3, + STANDARD_ALT_UP = 4, + DIRECTION_UP = 5, + + //Specific + //-------- + //Down + DIRECTION_DOWN_DOWN = 6, + DIRECTION_UP_DOWN = 7, + DIRECTION_LEFT_DOWN = 8, + DIRECTION_RIGHT_DOWN = 9, + //Up + DIRECTION_DOWN_UP = 10, + DIRECTION_UP_UP = 11, + DIRECTION_LEFT_UP = 12, + DIRECTION_RIGHT_UP = 13 + } +} \ No newline at end of file diff --git a/Assets/Scripts/InputType.cs.meta b/Assets/Scripts/InputType.cs.meta new file mode 100644 index 00000000..cf32f3aa --- /dev/null +++ b/Assets/Scripts/InputType.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 25e3511c55cd2f540abe014bf39e626b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs index d829080e..08bb7813 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/EventPropertyPrefab.cs @@ -92,7 +92,7 @@ namespace HeavenStudio.Editor } else if(type is bool) { - toggle.isOn = (bool)type; + toggle.isOn = System.Convert.ToBoolean(parameterManager.entity[propertyName]); // ' (bool)type ' always results in false toggle.onValueChanged.AddListener(delegate { diff --git a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs index ccfb9a8d..f3a075ea 100644 --- a/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs +++ b/Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs @@ -39,21 +39,24 @@ namespace HeavenStudio.Editor private void Update() { - if (gameOpen) + if(!Conductor.instance.NotStopped()) { - if (Input.GetKeyDown(KeyCode.DownArrow)) + if (gameOpen) { - UpdateIndex(currentEventIndex + 1); + if (Input.GetKeyDown(KeyCode.DownArrow)) + { + UpdateIndex(currentEventIndex + 1); + } + else if (Input.GetKeyDown(KeyCode.UpArrow)) + { + UpdateIndex(currentEventIndex - 1); + } } - else if (Input.GetKeyDown(KeyCode.UpArrow)) - { - UpdateIndex(currentEventIndex - 1); - } - } - if (Input.mouseScrollDelta.y != 0) - { - UpdateIndex(currentEventIndex - Mathf.RoundToInt(Input.mouseScrollDelta.y)); + if (Input.mouseScrollDelta.y != 0) + { + UpdateIndex(currentEventIndex - Mathf.RoundToInt(Input.mouseScrollDelta.y)); + } } } diff --git a/Assets/Scripts/PlayerInput.cs b/Assets/Scripts/PlayerInput.cs index d994289a..c8f13aa2 100644 --- a/Assets/Scripts/PlayerInput.cs +++ b/Assets/Scripts/PlayerInput.cs @@ -7,6 +7,26 @@ namespace HeavenStudio public class PlayerInput { + //Clockwise + public const int UP = 0; + public const int RIGHT = 1; + public const int DOWN = 2; + public const int LEFT = 3; + + // The autoplay isn't activated AND + // The song is actually playing AND + // The GameManager allows you to Input + public static bool playerHasControl() + { + return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; + } + + /*--------------------*/ + /* MAIN INPUT METHODS */ + /*--------------------*/ + + // BUTTONS + public static bool Pressed(bool includeDPad = false) { bool keyDown = Input.GetKeyDown(KeyCode.Z) || (includeDPad && GetAnyDirectionDown()); @@ -28,44 +48,80 @@ namespace HeavenStudio public static bool AltPressed() { - return Input.GetKeyDown(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; + return Input.GetKeyDown(KeyCode.X) && playerHasControl(); } public static bool AltPressedUp() { - return Input.GetKeyUp(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; + return Input.GetKeyUp(KeyCode.X) && playerHasControl(); } public static bool AltPressing() { - return Input.GetKey(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput; + return Input.GetKey(KeyCode.X) && playerHasControl(); } + //Directions + public static bool GetAnyDirectionDown() { - return Input.GetKeyDown(KeyCode.UpArrow) + return (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.LeftArrow) - || Input.GetKeyDown(KeyCode.RightArrow); + || Input.GetKeyDown(KeyCode.RightArrow)) && playerHasControl(); } public static bool GetAnyDirectionUp() { - return Input.GetKeyUp(KeyCode.UpArrow) + return (Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.DownArrow) || Input.GetKeyUp(KeyCode.LeftArrow) - || Input.GetKeyUp(KeyCode.RightArrow); + || Input.GetKeyUp(KeyCode.RightArrow)) && playerHasControl(); } public static bool GetAnyDirection() { - return Input.GetKey(KeyCode.UpArrow) + return (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.LeftArrow) - || Input.GetKey(KeyCode.RightArrow); + || Input.GetKey(KeyCode.RightArrow)) && playerHasControl(); } + + public static bool GetSpecificDirectionDown(int direction) + { + KeyCode targetCode = getKeyCode(direction); + if (targetCode == KeyCode.None) return false; + + return Input.GetKeyDown(targetCode) && playerHasControl(); + } + + public static bool GetSpecificDirectionUp(int direction) + { + KeyCode targetCode = getKeyCode(direction); + if (targetCode == KeyCode.None) return false; + + return Input.GetKeyUp(targetCode) && playerHasControl(); + } + + + private static KeyCode getKeyCode(int direction) + { + KeyCode targetKeyCode; + + switch (direction) + { + case PlayerInput.UP: targetKeyCode = KeyCode.UpArrow; break; + case PlayerInput.DOWN: targetKeyCode = KeyCode.DownArrow; break; + case PlayerInput.LEFT: targetKeyCode = KeyCode.LeftArrow; break; + case PlayerInput.RIGHT: targetKeyCode = KeyCode.RightArrow; break; + default: targetKeyCode = KeyCode.None; break; + } + + return targetKeyCode; + } + } } \ No newline at end of file