A simple way to handle input shortcuts in Unity3D
InputAttribute is a helper to handle input shortcuts in Unity. Though it's optimized and can be used on games it's intended to be used on non-game code(menus, ingame editors, etc.) or games that don't heavily rely on input such as turn-based games.
- Copy the code somewhere in your project.
- Create a
GameObject
in your scene and add aInputHandler
to it. - Add a
InputSequence
to any method in any of your custom scripts:
[InputSequence(Key.LeftControl, Key.Mouse1_Down)]
public void DoSomething()
{
...
}
Enjoy :)
Each KeyCode
enum is rewritten in a custom enum Prism.Key
like so:
GetKey(KeyCode.A)
becomesKey.A
GetKeyDown(KeyCode.A)
becomesKey.A_Down
GetKeyUp(KeyCode.A)
becomesKey.A_Up
Because of this you can't use custom inputs mapped in any other way.
Methods must be public.
Also it currently doesn't handle GameObjects
added at runtime which have any Component
with methods with the InputSequenceAttribute
. The way InputHandler
works is by getting all GameObjects in the scene at Start
and saving them on a List, so it wont't find any GameObject added at runtime.