Control | Bind(s) | Default Key(s) |
---|---|---|
Movement | Horizontal + Vertical | WASD/Up Down Left Right Arrows |
Look (Bow/Staff) | HorizontalLook + VerticalLook | N/A |
Look (Bow/Staff) Alt | N/A | Mouse Movement |
Attack | Attack | Space/Mouse 0 |
Roll | Roll | Left Shift/Mouse 1 |
Skill | Skill | Left Ctrl/Mouse 2 |
Pause | Pause | Escape/Enter |
Revive | Revive | Q |
They dont compile on Non-Standalone platforms because they override some of the on-screen ones.
More comments on that in the script.
To hide the controls on PC StandaloneDisable
was added in SceneTUI prefabs.
Check Utils
class (initializator)
UI inputs for non standalone AND standalone platforms are implemented, yes.
They are located in TUIInputManagerIOS.cs and TUIInputManagerWindows.cs
For standalone platforms im currently swapping the IOS one with Windows one in TUIInputManager.cs
It was added because there was a LOT of android calls in source, which i didnt want to manage.
Feel free to use it anywhere, except some stuff breaking or not working.
Had to rename animationspeedmodify field in PlayerAnimationSynchronizer.cs because it was breaking serialization on compilation.
TUIFont.cs was bugging out so i had to implement fix for it in Awake() method.
TAudioManager.cs was breaking, had to do fix too. (line 29)
BGM audio has to be manualy set from 3D to 2D cuz yes.