Unity开发_自定义虚拟键盘

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;

[RequireComponent(typeof(Button))]
public class KeyCodeEvent : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler
{
    public bool isWaitingForKey = false;

    public Action<AnimatorEnum> action;

    public AnimatorEnum KeyCodeName = AnimatorEnum.None;

    public KeyCode CurrentKeyCode = KeyCode.None;

    private Button _currentButton;

    private bool IsHold = false;
    private bool isPlaying = true;

    [SerializeField]
    public UnityEvent OnHold;

    [SerializeField]
    public UnityEvent OnRelease;

    [SerializeField]
    public UnityEvent OnExit;

    private void Awake()
    {
        _currentButton = this.GetComponent<Button>();
        _tipsText = this.transform.GetChild(0).GetComponent<Text>();
        if (PlayerPrefs.HasKey(KeyCodeName.ToString()))
        {
            CurrentKeyCode = (KeyCode)Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString(KeyCodeName.ToString()));
            _tipsText.text = CurrentKeyCode.ToString();
        }
        else
        {
            CurrentKeyCode = KeyCode.None;
            _tipsText.text = "未设置快捷键";
        }
    }

    private void Start()
    {
        _currentButton.onClick.AddListener(() =>
        {
            DemoState.Invoke(KeyCodeName.ToString());
            isWaitingForKey = true;
            _tipsText.text = "请输入按键";
        });
    }

    private void Update()
    {
        if (isPlaying)
        {
            if (Input.GetKeyDown(CurrentKeyCode))
            {
                DemoState?.Invoke(KeyCodeName.ToString());
            }
        }
    }

    private void OnGUI()
    {
        if (isWaitingForKey)
        {
            isPlaying = false;
            Event KeyCodeOverrideEvent = Event.current;
            if (KeyCodeOverrideEvent.isKey)
            {
                PlayerPrefs.SetString(KeyCodeName.ToString(), KeyCodeOverrideEvent.keyCode.ToString());
                CurrentKeyCode = (KeyCode)Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString(KeyCodeName.ToString()));
                //_tipsText.text = CurrentKeyCode.ToString();
                StartCoroutine(WaitUpdate());
                isWaitingForKey = false;
            }
        }
    }

    private IEnumerator WaitUpdate()
    {
        yield return new WaitForEndOfFrame();
        isPlaying = true;
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        if (eventData.button != PointerEventData.InputButton.Left)
            return;
        IsHold = true;
        OnHold?.Invoke();
    }

    public void OnPointerExit(PointerEventData eventData)
    {
        if (!IsHold)
            return;
        OnExit?.Invoke();
        IsHold = false;
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        if (!IsHold)
            return;
        OnRelease.Invoke();
        IsHold = false;
    }
}

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