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Question by primalfearz · Nov 28, 2016 at 08:07 AM · c#programminginputmanagerstudent

Custom Input Manager Menu Reset Keybinds

I was Wondering if anyone could help me out with getting my Input Manager to reset to the default keybind when i click a button in the scene this is what i have current

the main reason i need to set this up is because for what ever reason i can not set mouse 0,1 or either of the shifts in the game and i am not sure why

using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class GameManager : MonoBehaviour
 {
     public static GameManager gameManager;
 
     public KeyCode jump { get; set; }
     public KeyCode forward { get; set; }
     public KeyCode backward { get; set; }
     public KeyCode left { get; set; }
     public KeyCode right { get; set; }
     public KeyCode fire { get; set; }
     public KeyCode aimdown { get; set; }
     public KeyCode sprint { get; set; }
     public KeyCode weaponswap { get; set; }
     public KeyCode crouch { get; set; }
     public KeyCode interact { get; set; }
     public KeyCode drop { get; set; }
     public KeyCode inventory { get; set; }
     public KeyCode ingamemenu { get; set; }
     public KeyCode equipment { get; set; }
     public KeyCode reload { get; set; }
 
 
     void Awake()
     {
         if (gameManager == null)
         {
             DontDestroyOnLoad(gameObject);
             gameManager = this;
         }
         else if (gameManager != this)
         {
             Destroy(gameObject);
         }
 
         jump = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("jumpKey", "Space"));
         forward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("forwardKey", "W"));
         backward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("backwardKey", "S"));
         left = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("leftKey", "A"));
         right = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("rightKey", "D"));
         fire = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("shootKey", "Mouse0"));
         aimdown = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("aimdownKey", "Mouse1"));
         sprint = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("sprintKey", "LeftShift"));
         weaponswap = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("weaponswapKey", "1"));
         crouch = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("crouchKey", "LeftControl"));
         interact = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("interactKey", "E"));
         drop = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("dropKey", "G"));
         inventory = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("InventoryKey", "I"));
         ingamemenu = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ingamemenuKey", "Escape"));
         equipment = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("equipmentKey", "J"));
         reload = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("reloadKey", "R"));
 
     }
 
 
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
 
     }
 
     public void ResetDefault()
     {
         jump = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("jumpKey", "Space"));
         forward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("forwardKey", "W"));
         backward = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("backwardKey", "S"));
         left = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("leftKey", "A"));
         right = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("rightKey", "D"));
         fire = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("shootKey", "Mouse0"));
         aimdown = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("aimdownKey", "Mouse1"));
         sprint = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("sprintKey", "LeftShift"));
         weaponswap = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("weaponswapKey", "1"));
         crouch = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("crouchKey", "LeftControl"));
         interact = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("interactKey", "E"));
         drop = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("dropKey", "G"));
         inventory = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("InventoryKey", "I"));
         ingamemenu = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("ingamemenuKey", "Escape"));
         equipment = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("equipmentKey", "J"));
         reload = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("reloadKey", "R"));
     }
 
 }   

this is my gameManager where everything is set the ResetDefault currently just locks me out of the game

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class MenuScript : MonoBehaviour
 {
     public Transform menuPanel;
     Event keyEvent;
     Text buttonText;
     KeyCode newKey;
 
     bool waitingForKey;
 
 
     // Use this for initialization
     void Start ()
     {
         //menuPanel = transform.FindChild("KeyBinds Content");
         waitingForKey = false;
 
         for(int i = 0; i < menuPanel.childCount; i++)
         {
             if (menuPanel.GetChild(i).name == "ForwardKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.forward.ToString();
             else if (menuPanel.GetChild(i).name == "BackKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.backward.ToString();
             else if (menuPanel.GetChild(i).name == "LeftKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.left.ToString();
             else if (menuPanel.GetChild(i).name == "RightKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.right.ToString();
             else if (menuPanel.GetChild(i).name == "JumpKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.jump.ToString();
             else if (menuPanel.GetChild(i).name == "SprintKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.sprint.ToString();
             else if (menuPanel.GetChild(i).name == "CrouchKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.crouch.ToString();
             else if (menuPanel.GetChild(i).name == "FireKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.fire.ToString();
             else if (menuPanel.GetChild(i).name == "AimDownKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.aimdown.ToString();
             else if (menuPanel.GetChild(i).name == "ReloadKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.reload.ToString();
             else if (menuPanel.GetChild(i).name == "WeaponSwapKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.weaponswap.ToString();
             else if (menuPanel.GetChild(i).name == "InteractKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.interact.ToString();
             else if (menuPanel.GetChild(i).name == "DropKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.drop.ToString();
             else if (menuPanel.GetChild(i).name == "InventoryKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.inventory.ToString();
             else if (menuPanel.GetChild(i).name == "InGameKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.ingamemenu.ToString();
             else if (menuPanel.GetChild(i).name == "EquipmentKey")
                 menuPanel.GetChild(i).GetComponentInChildren<Text>().text = GameManager.gameManager.equipment.ToString();
             
 
         }
     }
     
     // Update is called once per frame
     void Update ()
     {
         
     }
 
     void OnGUI()
     {
         keyEvent = Event.current;
 
         if(keyEvent.isKey && waitingForKey)
         {
             newKey = keyEvent.keyCode;
             waitingForKey = false;
         }
     }
 
     public void StartAssigment(string keyName)
     {
         if(!waitingForKey)
             StartCoroutine(AssignKey(keyName));
 
     }
 
     public void SendText(Text text)
     {
         buttonText = text;
     }
 
     IEnumerator WaitForKey()
     {
         while(!keyEvent.isKey)
             yield return null;
     }
 
     public IEnumerator AssignKey(string keyName)
     {
         waitingForKey = true;
 
         yield return WaitForKey();
 
         switch(keyName)
         {
             case "forward":
                 GameManager.gameManager.forward = newKey;
                 buttonText.text = GameManager.gameManager.forward.ToString();
                 PlayerPrefs.SetString("forwardKey", GameManager.gameManager.forward.ToString());
                 break;
             case "backward":
                 GameManager.gameManager.backward = newKey;
                 buttonText.text = GameManager.gameManager.backward.ToString();
                 PlayerPrefs.SetString("backwardKey", GameManager.gameManager.backward.ToString());
                 break;
             case "left":
                 GameManager.gameManager.forward = newKey;
                 buttonText.text = GameManager.gameManager.left.ToString();
                 PlayerPrefs.SetString("leftKey", GameManager.gameManager.left.ToString());
                 break;
             case "right":
                 GameManager.gameManager.forward = newKey;
                 buttonText.text = GameManager.gameManager.right.ToString();
                 PlayerPrefs.SetString("rightKey", GameManager.gameManager.right.ToString());
                 break;
             case "jump":
                 GameManager.gameManager.jump = newKey;
                 buttonText.text = GameManager.gameManager.jump.ToString();
                 PlayerPrefs.SetString("jumpKey", GameManager.gameManager.jump.ToString());
                 break;
             case "sprint":
                 GameManager.gameManager.sprint = newKey;
                 buttonText.text = GameManager.gameManager.sprint.ToString();
                 PlayerPrefs.SetString("sprintKey", GameManager.gameManager.sprint.ToString());
                 break;
             case "crouch":
                 GameManager.gameManager.crouch = newKey;
                 buttonText.text = GameManager.gameManager.crouch.ToString();
                 PlayerPrefs.SetString("crouchKey", GameManager.gameManager.crouch.ToString());
                 break;
             case "shoot":
                 GameManager.gameManager.fire = newKey;
                 buttonText.text = GameManager.gameManager.fire.ToString();
                 PlayerPrefs.SetString("shootKey", GameManager.gameManager.fire.ToString());
                 break;
             case "aimdown":
                 GameManager.gameManager.aimdown = newKey;
                 buttonText.text = GameManager.gameManager.aimdown.ToString();
                 PlayerPrefs.SetString("aimdownKey", GameManager.gameManager.aimdown.ToString());
                 break;
             case "reload":
                 GameManager.gameManager.reload = newKey;
                 buttonText.text = GameManager.gameManager.reload.ToString();
                 PlayerPrefs.SetString("reloadKey", GameManager.gameManager.reload.ToString());
                 break;
             case "weaponswap":
                 GameManager.gameManager.weaponswap = newKey;
                 buttonText.text = GameManager.gameManager.weaponswap.ToString();
                 PlayerPrefs.SetString("weaponswapKey", GameManager.gameManager.weaponswap.ToString());
                 break;
             case "interact":
                 GameManager.gameManager.interact = newKey;
                 buttonText.text = GameManager.gameManager.interact.ToString();
                 PlayerPrefs.SetString("interactKey", GameManager.gameManager.interact.ToString());
                 break;
             case "drop":
                 GameManager.gameManager.drop = newKey;
                 buttonText.text = GameManager.gameManager.drop.ToString();
                 PlayerPrefs.SetString("dropKey", GameManager.gameManager.drop.ToString());
                 break;
             case "inventory":
                 GameManager.gameManager.inventory = newKey;
                 buttonText.text = GameManager.gameManager.inventory.ToString();
                 PlayerPrefs.SetString("InventoryKey", GameManager.gameManager.inventory.ToString());
                 break;
             case "ingame":
                 GameManager.gameManager.ingamemenu = newKey;
                 buttonText.text = GameManager.gameManager.ingamemenu.ToString();
                 PlayerPrefs.SetString("ingamemenuKey", GameManager.gameManager.ingamemenu.ToString());
                 break;
             case "equipment":
                 GameManager.gameManager.equipment = newKey;
                 buttonText.text = GameManager.gameManager.equipment.ToString();
                 PlayerPrefs.SetString("equipmentKey", GameManager.gameManager.equipment.ToString());
                 break;
 
 
         }
 
         yield return null;
     }
 }

i am not sure if you need to see how i set it up but here is the other script used just in case

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