JGMEYER / JGMEYER/example-unity-project
[General] Find better way to track key names for IPlayerControls
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- Dominant language
- C#
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- 0
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Description
Ok, so this needs some explaining. In PlayerKeyboardControls, for example, you return the state of a player join button in the methods, then separately return its name in another method. That means you have to update both the state and name methods whenever you change which type of input controls what game flow. PlayerJoystickControls is even worse in that there is no defined mapping from, say Button0 to a nameable value on the controller (i.e. "(A) Button").
Figure out a way to, say, set "Player Join" button for a keyboard/joystick control where we could cleanly get the name for the assigned button.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading PlayerKeyboardControls and PlayerJoystickControls, focusing on the methods that separately provide button state and button names. Define completion as a single, consistent mapping that identifies the assigned Player Join control and provides its display name for both keyboard and joystick inputs.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev
- Issue type
- Refactor
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100