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/// /// @file: ControllerConfig.uc /// @author: Paul Dennison /// /// The ControllerConfig class is responsible for managing a single control /// configuration which can be saved to a file. /// class ControllerConfig extends Engine.Actor PerObjectConfig Config(CustomControllerConfigs); var private Array<BindingSet> BindingSets; var Array<String> BindingSetNames; // // Initialise the array of binding sets. // simulated function PostBeginPlay() { local int i; super.PostBeginPlay(); BindingSets.Length = BindingSetNames.Length; for(i = 0; i < BindingSetNames.Length; ++i) { BindingSets[i] = new(None, name$"_"$BindingSetNames[i]) class'BindingSet'; BindingSets[i].SetName = BindingSetNames[i]; } } simulated function ReadCurrent() { local int i; for(i = 0; i < BindingSets.Length; ++i) BindingSets[i].ReadCurrent(); } // // Stores the config to file // simulated function Store() { local int i; for(i = 0; i < BindingSets.Length; ++i) BindingSets[i].Store(); SaveConfig(); } // // Applies the current key bindings to the settings to be used // by the player. // simulated function Apply() { local int i; for(i = 0; i < BindingSets.Length; ++i) BindingSets[i].Apply(); } defaultproperties { BindingSetNames(0)=General } |
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