OldBlueWater/BlueWater/Assets/Doozy/Runtime/UIManager/ScriptableObjects/UIManagerInputSettings.cs

67 lines
2.8 KiB
C#
Raw Normal View History

// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using Doozy.Runtime.Common.Attributes;
using Doozy.Runtime.Common.ScriptableObjects;
using Doozy.Runtime.UIManager.Input;
using UnityEngine;
// ReSharper disable MemberCanBePrivate.Global
namespace Doozy.Runtime.UIManager.ScriptableObjects
{
public class UIManagerInputSettings : SingletonRuntimeScriptableObject<UIManagerInputSettings>
{
[RestoreData(nameof(UIManagerInputSettings))]
public static UIManagerInputSettings Get() =>
instance;
#if INPUT_SYSTEM_PACKAGE
public const InputHandling k_InputHandling = InputHandling.InputSystemPackage;
#elif LEGACY_INPUT_MANAGER
public const InputHandling k_InputHandling = InputHandling.LegacyInputManager;
#else //CustomInput
public const InputHandling k_InputHandling = InputHandling.CustomInput;
#endif
public const int k_LifeTheUniverseAndEverything = 42;
public const float k_BackButtonCooldown = 0.1f;
[SerializeField] private int DefaultPlayerIndex = -k_LifeTheUniverseAndEverything;
/// <summary> Default player index value (used for global user) </summary>
public int defaultPlayerIndex => DefaultPlayerIndex;
[SerializeField] private bool MultiplayerMode;
/// <summary> True if Multiplayer Mode is enabled </summary>
public bool multiplayerMode
{
get => MultiplayerMode;
set => MultiplayerMode = value;
}
[SerializeField] private float BackButtonCooldown = k_BackButtonCooldown;
/// <summary> Cooldown after the 'Back' button was fired (to prevent spamming and accidental double execution) </summary>
public float backButtonCooldown
{
get => BackButtonCooldown;
set => BackButtonCooldown = value;
}
[SerializeField] private bool SubmitTriggersPointerClick = true;
/// <summary> If TRUE, the ISubmitHandler will trigger the Pointer Click events </summary>
public bool submitTriggersPointerClick
{
get => SubmitTriggersPointerClick;
set => SubmitTriggersPointerClick = value;
}
[SerializeField] private string BackButtonVirtualButtonName = BackButton.k_BackButtonVirtualButtonName;
/// <summary> Name of the virtual button that will be used for the 'Back' button, when LEGACY_INPUT_MANAGER is enabled </summary>
public string backButtonVirtualButtonName
{
get => BackButtonVirtualButtonName;
set => BackButtonVirtualButtonName = value;
}
}
}