sauvegarde des contrôles
This commit is contained in:
@@ -11,7 +11,11 @@ var is_remapping := false
|
||||
set(v):
|
||||
action_name = v
|
||||
var events : Array[InputEvent] = InputMap.action_get_events(action_name)
|
||||
event = null if events.size() == 0 else events[0]
|
||||
var saved_remapped_input = get_remapped_input()
|
||||
if saved_remapped_input :
|
||||
event = saved_remapped_input
|
||||
else :
|
||||
event = null if events.size() == 0 else events[0]
|
||||
update()
|
||||
|
||||
func update():
|
||||
@@ -28,10 +32,29 @@ func _input(new_event):
|
||||
new_event is InputEventKey or (new_event is InputEventMouseButton and new_event.is_pressed())
|
||||
):
|
||||
is_remapping = false
|
||||
GameInfo.update_input(action_name, event, new_event)
|
||||
event = new_event
|
||||
save_remapped_input(event)
|
||||
GameInfo.update_inputs()
|
||||
update()
|
||||
|
||||
func get_remapped_input() -> InputEvent:
|
||||
var existing_remapped_id : int = GameInfo.settings_data.action_remapped.find(action_name)
|
||||
|
||||
if existing_remapped_id != -1:
|
||||
return GameInfo.settings_data.input_remapped[existing_remapped_id]
|
||||
|
||||
return null
|
||||
|
||||
func save_remapped_input(e : InputEvent = event):
|
||||
var existing_remapped_id : int = GameInfo.settings_data.action_remapped.find(action_name)
|
||||
|
||||
if existing_remapped_id != -1:
|
||||
GameInfo.settings_data.action_remapped.remove_at(existing_remapped_id)
|
||||
GameInfo.settings_data.input_remapped.remove_at(existing_remapped_id)
|
||||
|
||||
GameInfo.settings_data.action_remapped.push_back(action_name)
|
||||
GameInfo.settings_data.input_remapped.push_back(e)
|
||||
|
||||
func _on_button_button_down():
|
||||
if !is_remapping:
|
||||
is_remapping = true
|
||||
|
||||
Reference in New Issue
Block a user