using Microsoft.Xna.Framework.Input; using OpenVIII.Encoding.Tags; using System; using System.Collections.Generic; namespace OpenVIII { [Serializable] public class Inputs_FF82000 : Inputs { #region Constructors public Inputs_FF82000() => Data = new Dictionary, List> { { InputActions.EscapeLeft , new List{ new InputButton { Key = Keys.Z } } }, { InputActions.EscapeRight, new List{new InputButton { Key = Keys.C }} }, { InputActions.RotateLeft, new List{new InputButton { Key = Keys.Q }} }, { InputActions.RotateRight, new List{new InputButton { Key = Keys.E }} }, { InputActions.Cancel, new List{new InputButton { Key = Keys.W }} }, { InputActions.Menu, new List{new InputButton { Key = Keys.D }} }, { InputActions.Confirm, new List{new InputButton { Key = Keys.X }} }, { InputActions.Cards, new List{new InputButton { Key = Keys.A }} }, { InputActions.Select, new List{new InputButton { Key = Keys.F }} }, { InputActions.Pause, new List{new InputButton { Key = Keys.S }} }, { InputActions.Up, new List{new InputButton { Key = Keys.Up, Trigger = ButtonTrigger.Press }} }, { InputActions.Down, new List{new InputButton { Key = Keys.Down, Trigger = ButtonTrigger.Press } } }, { InputActions.Left, new List{new InputButton { Key = Keys.Left, Trigger = ButtonTrigger.Press } } }, { InputActions.Right, new List{new InputButton { Key = Keys.Right, Trigger = ButtonTrigger.Press } } }, { InputActions.Reset, new List{new InputButton { Key = Keys.R, Combo = new List{ new InputButton { Key = Keys.LeftControl } }} } }, { InputActions.Exit, new List{new InputButton { Key = Keys.Q, Combo = new List{new InputButton { Key = Keys.LeftControl } } } } }, }; #endregion Constructors #region Properties public override Dictionary, List> Data { get; protected set; } public override bool DrawGamePadButtons => false; #endregion Properties } }