using Lockpicking; using UnityEngine; using UnityEngine.Serialization; public class CipherControls : MonoBehaviour { [FormerlySerializedAs("cypher")] public Cipher cipher; // Update is called once per frame void Update() { if (cipher.gameObject.activeSelf) InputControls(); } private void InputControls() { if (Input.GetKeyDown(KeyCode.Tab)) { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) cipher.SelectWheel(cipher.PrevWheelIndex); else cipher.SelectWheel(cipher.NextWheelIndex); } if (Input.GetKeyDown(KeyCode.LeftArrow)) cipher.SelectWheel(cipher.PrevWheelIndex); if (Input.GetKeyDown(KeyCode.RightArrow)) cipher.SelectWheel(cipher.NextWheelIndex); if (Input.GetKey(KeyCode.UpArrow)) cipher.MoveActiveWheel(-1); if (Input.GetKey(KeyCode.DownArrow)) cipher.MoveActiveWheel(1); if (Input.GetKey(KeyCode.Q)) cipher.MoveWheel(0, -1); if (Input.GetKey(KeyCode.A)) cipher.MoveWheel(0, 1); if (Input.GetKey(KeyCode.W)) cipher.MoveWheel(1, -1); if (Input.GetKey(KeyCode.S)) cipher.MoveWheel(1, 1); if (Input.GetKey(KeyCode.E)) cipher.MoveWheel(2, -1); if (Input.GetKey(KeyCode.D)) cipher.MoveWheel(2, 1); if (Input.GetKey(KeyCode.R)) cipher.MoveWheel(3, -1); if (Input.GetKey(KeyCode.F)) cipher.MoveWheel(3, 1); if (Input.GetKey(KeyCode.T)) cipher.MoveWheel(4, -1); if (Input.GetKey(KeyCode.G)) cipher.MoveWheel(4, 1); if (Input.GetKey(KeyCode.Y)) cipher.MoveWheel(5, -1); if (Input.GetKey(KeyCode.H)) cipher.MoveWheel(5, 1); } }