feat(ui): add persistent bilingual settings and combat HUD
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using UnityEngine;
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namespace Ironspore
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{
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// Adapts UI Toolkit events only; gameplay continues to use Input System actions.
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public static class SettingsInputCapture
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{
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public static string KeyboardPath(KeyCode key)
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{
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string name = key.ToString();
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if (key >= KeyCode.Alpha0 && key <= KeyCode.Alpha9)
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name = ((int)key - (int)KeyCode.Alpha0).ToString();
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else if (name.StartsWith("Keypad"))
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name = "numpad" + name.Substring(6);
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switch (key)
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{
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case KeyCode.Return: name = "enter"; break;
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case KeyCode.LeftControl: name = "leftCtrl"; break;
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case KeyCode.RightControl: name = "rightCtrl"; break;
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case KeyCode.LeftWindows: case KeyCode.LeftCommand: name = "leftMeta"; break;
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case KeyCode.RightWindows: case KeyCode.RightCommand: name = "rightMeta"; break;
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case KeyCode.Print: name = "printScreen"; break;
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}
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return "<Keyboard>/" + name.ToLowerInvariant();
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}
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public static string MousePath(int button)
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{
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switch (button)
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{
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case 0: return "<Mouse>/leftButton";
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case 1: return "<Mouse>/rightButton";
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case 2: return "<Mouse>/middleButton";
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case 3: return "<Mouse>/backButton";
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case 4: return "<Mouse>/forwardButton";
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default: return "";
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}
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}
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}
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}
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