I am making my own InputManager to remap keys during the game.
The problem is that I have assigned class to each of shortcut's parent and when the button is pressed on the debugger I can see data from another key. And only this key keeps being changed over and over again.
Here is my example: Up is the parent of button, UpS is button being pressed which call the method from it's parent. In each parent-children it is set the same way as there.
On button press I call
public void ToggleChangeButtonPannel(Button button)
{
this.ActionText.text = Description;
this.CurrentKeyText.text = Name;
if (Panel.enabled)
{
Panel.enabled = false;
}
else
{
Panel.enabled = true;
}
}
And at update I check if panel is visible. I think the problem might be with the specification of Update() method. Does it work on every instance in parallel? If that is the case - is it possible to use Input.anyKeyDown outside the Update() method?
private void Update()
{
if (!Panel.enabled)
{
return;
}
if (Input.anyKeyDown)
{
var currentKey = Key;
try
{
var newKey = (KeyCode)System.Enum.Parse(typeof(KeyCode), Input.inputString.ToUpper());
if (Shortcuts.TryChangeKeyCode(currentKey, newKey))
{
RenameButtons(newKey);
}
else
{
//Error message handling
}
}
catch
{
//Error message handling
}
}
}
The problem was as I thought with Update() method. I have fixed it by using caroutine.
public void ToggleChangeButtonPannel(Button button)
{
ActionText.text = Description;
CurrentKeyText.text = Name;
if (Panel.enabled)
{
Panel.enabled = false;
}
else
{
Panel.enabled = true;
StartCoroutine(KeyRoutine());
}
EventSystem.current.SetSelectedGameObject(null);
}
IEnumerator KeyRoutine()
{
while (!Panel.enabled || !Input.anyKeyDown)
{
yield return null;
}
try
{
var newKey = (KeyCode)System.Enum.Parse(typeof(KeyCode), Input.inputString.ToUpper());
if (Shortcuts.TryChangeKeyCode(Key, newKey))
{
RenameButtons(newKey);
Key = newKey;
Panel.enabled = false;
}
else
{
StartCoroutine(RemoveAfterSeconds(3, Panel));
}
}
catch
{
StartCoroutine(RemoveAfterSeconds(3, Panel));
}
}