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标题: 虚拟按键 [打印本页]

作者: vxc    时间: 2019-7-20 09:26
标题: 虚拟按键
本帖最后由 vxc 于 2019-7-22 18:53 编辑

https://forums.rpgmakerweb.com/i ... ons-and-dpad.94196/
当进入菜单画面后,方向键失灵,无发使用!
                       地图使用正常

插件
 ALOE_VirtualButtons.  结合这个Yanfly Button Common Events但是这个插件只能绑电脑那些按键?



作者: yang1zhi    时间: 2019-7-21 10:36
我不知道你这个插件。
某些虚拟按键插件,是调用的公共事件。
而公共事件是在地图界面才执行的。
菜单界面自然就没用。

如果你是这种。就换个插件。
作者: tseyik    时间: 2019-7-21 18:02
本帖最后由 tseyik 于 2019-7-21 18:03 编辑

ALOE_VirtualButtons是可以在菜单画面使用的(需設定)
新版改名了
Virtual Buttons and DPad
作者: 白嫩白嫩的    时间: 2019-7-22 16:03
楼主能否把一楼的链接补全一下,我也想用用这个插件,感谢
作者: vxc    时间: 2019-7-22 18:45
本帖最后由 vxc 于 2019-7-22 18:51 编辑

"use strict";

/*:
* @plugindesc v2.0.1 Creates buttons on the screen for touch input
* @author Aloe Guvner
*
*
* @param dPadSettings
* @text D-Pad Settings
* @type struct<dpad>
* @desc Settings for the D-Pad.
*
* @param keyButtonSettings
* @text Key Button Settings
* @type struct<keyButton>[]
* @desc Settings for on-screen buttons that simulate key presses.
*
* @param controlButtonSettings
* @text Control Button Settings
* @type struct<controlButton>
* @desc A "toggle" button that allows players to turn the UI
* on and off.
*
* @param fadeDuration
* @text Fade Duration
* @desc Duration of hiding the buttons (number of frames)
* for the buttons to fade and un-fade.
* @default 20
* @type number
*
* @param fadeDelay
* @text Fade Delay
* @desc Delay before hiding and unhiding buttons (number
* of frames)
* @default 1
* @type number
*
* @param disableTouchWindows
* @text Disable Touch Selectable Windows
* @type text[]
* @desc Disable the touch input for selectable windows
* in these scenes.
* @default ["Scene_Menu"]
*
* @param disableTouchMovement
* @text Disable Touch Movement
* @type boolean
* @desc Disable touch movement on the map when a DPad is active.
* @default false
*
* @param enableDiagonalInput
* @text Enable Diagonal Input
* @type boolean
* @desc If the player touches in the corners of the D-Pad, both
* direction inputs are recorded. See info in help file.
* @default false
*
* @param hideButtonsDuringDialogue
* @text Hide Buttons During Dialogue
* @type boolean
* @desc Hide the virtual buttons during event dialogue.
* @default true
*
* @param enableDPadDebugWindow
* @text Enable DPad Debug Window
* @type boolean
* @desc Shows a window with the current D-Pad state. For
* plugin debugging only.
* @default false
*
* @help
*
* //=============================================================================
* // Background:
* //=============================================================================
* This plugin focuses on improving the user interface for mobile games created
* in RPG Maker MV. This plugin allows the developer  to have virtual buttons
* on the screen that interact with touch input.
*
* This plugin allows maximum flexibility for the developer, you can add
* as many or as few buttons as you want to the screen, and you can add these buttons
* on whichever screens you would like (i.e. map, menu, credits, title, etc.).
*
* //=============================================================================
* // Functionality:
* //=============================================================================
*
* This plugin can create 3 different types of buttons:
* -Directional Pad
* --A single picture which is used for up, left, right, and down movement.
* --The picture is divided into 9 sections. The top 3 sections trigger the "up"
* input, the left 3 sections trigger the "left" input, the right 3 sections
* trigger the "right" input, and the bottom 3 section triggers the "down" input.
* --The middle section does not trigger any input.
* --The scenes that this button appears in can be defined.
* --This button is not mandatory.
*
* -Key buttons
* --These buttons can be used to represent any key. Common keys to use would be
* "ok" , "escape", "pagedown", "pageup".
* --However, these can be any key, and there can be as many or as few as the developer
* would like.
* --Additionally, the scenes that these buttons appear in can be controlled individually.
*
*
* -Control button
* --The control button, if pressed, will collapse and hide other buttons on the screen.
* --If pressed again, it will expand and show other buttons on the screen.
* --You can configure which other buttons are affected. This can allow you to create
*   a dynamic menu where pressing this button opens other buttons for "Items", "Save",
*   etc., while leaving the DPad or any other button active all of the time.
* --The scenes that this button appears in can be defined.
* --This button is not mandatory.
*
* //=============================================================================
* // Touch Input Methods:
* //=============================================================================
*
* The following methods can be chosen for any of the key buttons. The default
* method is "triggered".
*
* Triggered:
*   This input method occurs when the button is just pressed down. It occurs only
* once, in the same frame that the button was pressed.
*
* Pressed:
*   This input method occurs every frame while the button is pressed down. Any action
* that this button is doing will execute every frame (60 frames per second)
*
* Repeated:
*   This input method occurs after 24 frames from when the button is pressed, and
* then occurs every 6 frames while the button is still pressed.
*
* Long Pressed:
*   This input method occurs after 24 frames from when the button is pressed, and
* then occurs every frame while the button is still pressed.
*
* Released:
*   This input method occurs when the button is no longer being pressed.
*
* //=============================================================================
* // Setup:
* //=============================================================================
* This plugin requires a new folder to be created within the project "img" folder.
* The folder must be titled "VirtualButtons".
* Place all UI button images into this folder, and they can be accessed from the
* plugin parameters.
*
* //=============================================================================
* // Vibrate Parameter
* //=============================================================================
* Buttons can trigger a vibrate on the mobile device when pressed, controlled by
* a parameter.
* This parameter follows a pattern of vibrate,pause,vibrate,pause, etc.
* Separate each time interval by a comma.
* Examples:
* 200 --> vibrate for 200ms
* 100,30,100,30,100,30  --> vibrate for 100ms, pause for 30ms; repeat 2 more times
*
* Note that most devices support the Vibration API, but not all.
* Additionally, this may not work in all methods of deployment.
*
* //=============================================================================
* // Plugin Commands:
* //=============================================================================
* All plugin commands begin with VirtualButtons or MobileUI (for backwards compatibility).
* All plugin commands are not case sensitive
* (i.e. virtualbuttons is the same as VirtualButtons)
* (i.e. DPad is the same as dpad)
*
* //=============================================================================
* hide: hides the specified button
* //=============================================================================
* Allowed first arguments:
* -all
* -DPad
* -Control
* -Any key button defined in the parameters
*
* Allowed second arguments:
* -instant (optional, this will hide the button instantly)
*
* Examples:
* MobileUI hide DPad
* mobileui hide Ok instant
* MobileUI hide PageDown
* virtualbuttons hide all
*
* //=============================================================================
* show: shows the specified button
* //=============================================================================
* Allowed first arguments:
* -all
* -DPad
* -Control
* -Any key button defined in the parameters
*
* Allowed second arguments:
* -instant (optional, this will show the button instantly)
*
* Examples:
* MobileUI show dpad
* mobileui show ok
* MobileUI show PageUp instant
* virtualbuttons show all
*
* //=============================================================================
* opacity: changes the opacity of the specified button
* //=============================================================================
*
* Allowed first arguments:
* -all
* -DPad
* -Control
* -Any key button defined in the parameters
*
* Allowed second arguments:
* -A number between 0 and 255 corresponding to the new opacity for the button
*
* Examples:
* virtualbuttons opacity dpad 100
* VirtualButtons opacity menu 200     (assuming 'menu' is a key button)
* virtualbuttons opacity all 150
*
* //=============================================================================
* Diagonal Movement Parameter
* //=============================================================================
*
* There is a parameter that controls whether diagonal input is recorded from the
* D-Pad. This is not a diagonal movement plugin! This parameter merely controls
* whether touching on the top left will add the input values of both "top" and
* "left" to the input state. Other diagonal movement plugins would consume these
* input values to move the character diagonally.
*
* If your game uses diagonal movement, this parameter must be on. If your game
* does not use diagonal movement, it is recommended to turn this parameter off.
*
* //=============================================================================
* Terms of Use:
* //=============================================================================
* Free for use in commercial or non-commercial projects.
* Credits required to: Aloe Guvner
*
* //=============================================================================
* Version History:
* //=============================================================================
* v2.0.1 (May 13 2019)
* --Fix bug where DPad got stuck in menus
* v2.0.0 (May 4 2019)
* --Clears input state on transfer to mitigate stuck DPad input bug
* --Improves clearing of input state each frame to mitigate bug
* --Fix bug where the DPad would not clear the direction after a parallel event
*   checking for a input direction triggered a Show Choices event command
* --Add plugin parameter to toggle whether the buttons are hidden during dialogue
* --Plugin command to change button opacity
* --Plugin command option to hide all buttons
* --Plugin command option to show all buttons
* --Delay parameter to fade-in
* --Option to use a "hot" image that shows when the button is pressed
* --Key buttons can trigger common events
* --Buttons hidden via plugin command will stay hidden until the show plugin command
* v1.4.0 (December 13 2018)
* --Added ability to configure which buttons are affected by the "control" button
*   Can be used to create dynamic menus.
* v1.3.1 (October 30 2018)
* --Added a parameter to control whether diagonal movement is detected as a
*   possible fix for a hard to reproduce movement bug.
* v1.3.0 (September 27 2018)
* --Added a parameter to choose to disable the normal touch input on any chosen
*   scene. The only touch input enabled on these scenes is the mobile UI.
* v1.2.3 (September 27 2018)
* --Fixed a bug where buttons that the player had chosen to hide would reappear
*   after a game message.
* v1.2.2 (September 27 2018)
* --Fixed a bug where buttons could be pressed before they were fully visible
* v1.2.1 (September 27 2018)
* --Added an "instant" feature to hide/show for smoother cutscene transitions
* v1.2.0 (August 26 2018)
* --Added ability to vibrate when button is pressed
* v1.1.0 (June 27 2018)
* --Fixed bug with awkward player movement on the DPad
* --Added ability to specify the type of touch input on key buttons
* v1.0.3 (May 14 2018)
* --Added ability to run custom code when a key button is pressed
* v1.0.2 (May 9 2018)
* --Added ability to play a sound effect when a button is pressed
* --Fixed a bug where the parameters weren't read correctly due to plugin name change
* --Fixed a bug where the control button didn't hide the dpad properly
* v1.0.1 (May 8 2018)
* --Added a version compatible with MV earlier than 1.6.0 using Babel.js
* v1.0.0 (April 17 2018)
* --Initial release
*
* //=============================================================================
* End of Help File
* //=============================================================================
*/

/*~struct~dpad:
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the D-Pad image
* @require 1
*
* @param hotImage
* @text Hot Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the "Hot" button image
* This image shows while the dpad is being pressed
* @require 1
*
* @param activeScenes
* @text Scenes to show the D-Pad
* @type text[]
* @desc A list of scenes where the D-Pad will be active.
* Ex. Scene_Map, Scene_Title, etc.
* @default ["Scene_Title","Scene_Map"]
*
* @param x
* @text X
* @desc X position of the D-Pad. Formulas are allowed.
* (ex. Graphics.width - 96)
* @type text
* @default 0
*
* @param y
* @text Y
* @desc Y position of the D-Pad. Formulas are allowed.
* (ex. Graphics.height - 96)
* @type text
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
*/

/*~struct~keyButton:
* @param name
* @text Name
* @type text
* @desc The name of the button
*
* @param inputMethod
* @text Input Method
* @type select
* @option Triggered
* @value 0
* @option Pressed
* @value 1
* @option Repeated
* @value 2
* @option Long Pressed
* @value 3
* @option Released
* @value 4
* @desc The type of touch input that will trigger the button.
* See the help file for full descriptions of the options.
* @default 0
*
* @param inputTrigger
* @text Input Code
* @type text
* @desc The input code triggered when the button is pressed.
* ex. ok / escape / pagedown / pageup
*
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the button image
* @require 1
*
* @param hotImage
* @text Hot Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the "Hot" button image
* This image shows while the button is being pressed
* @require 1
*
* @param activeScenes
* @text Scenes to show the button
* @type text[]
* @desc A list of scenes where the button will be active.
* Ex. Scene_Map, Scene_Title, etc.
* @default ["Scene_Title","Scene_Map"]
*
* @param x
* @text X
* @type text
* @desc X position of the button. Formulas are allowed.
* (ex. Graphics.width - 96)
* @default 0
*
* @param y
* @text Y
* @type text
* @desc Y position of the button. Formulas are allowed.
* (ex. Graphics.height - 96)
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
* @param commonEvent
* @text Common Event
* @type number
* @desc Common Event to trigger when the button is pressed.
* @default 0
* @min 0
*
* @param customCode
* @text Custom Code
* @type note
* @desc Custom Javascript code to run on button press.
* Use the 'this' keyword to refer to the current scene.
*
* @param vibratePattern
* @text Vibrate Pattern
* @type text
* @default 0
* @desc Pattern of miliseconds to vibrate on press.
* Use 0 for no vibration. See help for more info.
*/

/*~struct~controlButton:
* @param image
* @text Image
* @type file
* @dir img/VirtualButtons
* @desc File path for the button image
* @require 1
*
* @param activeScenes
* @text Scenes to show the control button
* @type text[]
* @desc A list of scenes where the button will be active.
* Ex. Scene_Map, Scene_Title, etc.
* @default ["Scene_Title","Scene_Map"]
*
* @param x
* @text X
* @type text
* @desc X position of the button. Formulas are allowed.
* (ex. Graphics.width - 96)
* @default 0
*
* @param y
* @text Y
* @type text
* @desc Y position of the button. Formulas are allowed.
* (ex. Graphics.height - 96)
* @default 0
*
* @param soundEffect
* @text Sound Effect
* @type struct<soundEffect>
* @desc Sound Effect to play when button is pressed.
* Depending on scenario, SE might already play. Test first.
*
* @param buttonsToHide
* @text Buttons To Show / Hide
* @type text[]
* @desc A list of the Key Buttons to show and hide when
* this button is pressed. Leave empty to hide all.
* @default []
*
* @param hideDPad
* @text Show / Hide DPad?
* @type boolean
* @desc Controls whether the DPad is affected when
* this button is pressed.
* @default true
*
*/

/*~struct~soundEffect:
* @param name
* @text Sound Effect Name
* @type file
* @dir audio/se
* @desc Sound effect to play when the button is pressed.
* @default
* @require 1
*
* @param volume
* @text Volume
* @type number
* @min 0
* @max 100
* @desc Volume of the sound effect, in %
* Allowed values: 0% - 100%
* @default 90
*
* @param pitch
* @text Pitch
* @type number
* @min 50
* @max 150
* @desc Pitch of the sound effect, in %
* Allowed values: 50% - 150%
* @default 100
*
* @param pan
* @text Pan
* @type number
* @min -100
* @max 100
* @desc Pan of the sound effect
* Allowed values: -100 - 100
* @default 0
*
*/
var ALOE = ALOE || {};

(function () {
  "use strict";

  var Alias = {};
  var Parameters = {}; //=============================================================================
  // Utils
  //=============================================================================
  // Create a utility function to parse complex parameters.
  //=============================================================================

  ALOE.recursiveParse = function (param) {
    try {
      return JSON.parse(param, function (key, value) {
        try {
          return this.recursiveParse(value);
        } catch (e) {
          return value;
        }
      }.bind(this));
    } catch (e) {
      return param;
    }
  }; //=============================================================================
  // Parameters
  //=============================================================================
  // Read and parse parameters into a locally scoped Parameters object.
  //=============================================================================


  Object.keys(PluginManager.parameters("ALOE_VirtualButtons")).forEach(function (a) {
    return Parameters[a] = ALOE.recursiveParse(PluginManager.parameters("ALOE_VirtualButtons")[a]);
  }); //=============================================================================
  // ImageManager
  //=============================================================================
  // Load and reserve virtual button images.
  //=============================================================================

  ImageManager.loadVirtualButton = function (filename, hue) {
    return this.loadBitmap('img/VirtualButtons/', filename, hue, true);
  };

  ImageManager.reserveVirtualButton = function (filename, hue, reservationId) {
    return this.reserveBitmap('img/VirtualButtons/', filename, hue, true, reservationId);
  }; //=============================================================================
  // Sprite_VirtualButton
  //=============================================================================
  // Sprite for the UI button(s)
  // Parent class for Sprite_DirectionalPad, Sprite_KeyButton, Sprite_ControlButton
  //=============================================================================


  function Sprite_VirtualButton() {
    this.initialize.apply(this, arguments);
  }

  Sprite_VirtualButton.prototype = Object.create(Sprite_Base.prototype);
  Sprite_VirtualButton.prototype.constructor = Sprite_VirtualButton;

  Sprite_VirtualButton.prototype.initialize = function (x, y, normalImage, soundEffect, vibratePattern, hotImage) {
    Sprite_Base.prototype.initialize.call(this);

    if (normalImage) {
      this.bitmap = ImageManager.loadVirtualButton(normalImage);
      this.normalImage = this.bitmap;
    }

    if (hotImage) {
      this.hotImage = ImageManager.loadVirtualButton(hotImage);
    }

    if (soundEffect) {
      this._soundEffect = soundEffect;
    }

    if (vibratePattern) {
      if (!window.navigator.vibrate) {
        this._vibratePattern = 0;
      } else if (typeof vibratePattern === 'number') {
        this._vibratePattern = vibratePattern;
      } else {
        this._vibratePattern = vibratePattern.split(',').map(Number);
      }
    }

    if (isNaN(x)) {
      x = eval(x);
    }

    if (isNaN(y)) {
      y = eval(y);
    }

    this.move(x, y);
    this._start = new Point(null, null);
    this._distance = new Point(null, null);
    this._destination = new Point(null, null);
    this._velocity = new Point(null, null);
    this._origin = new Point(x, y);
    this._hiding = false;
    this._showing = false;
    this._duration = Parameters["fadeDuration"];
    this._delay = Parameters["fadeDelay"];
    this._delayCounter = 0;
    this.active = true;
    this._pluginHidden = false;
    this.z = 5;
  };

  Sprite_VirtualButton.prototype.update = function () {
    Sprite_Base.prototype.update.call(this);

    if (this.active) {
      this.updateTouchInput();
    }

    if (this.active && this.updateHotImage) {
      this.updateHotImage();
    }

    if (this.moving) {
      this.updatePosition();
    }

    if (!this.active) {
      this.updateActive();
    }
  };

  Sprite_VirtualButton.prototype.updateTouchInput = function () {};

  Sprite_VirtualButton.prototype.updateHotImage = function () {
    if (TouchInput.isPressed()) {
      var point = new Point(TouchInput.x, TouchInput.y);

      if (this.containsPoint(point)) {
        if (this.hotImage) {
          this.bitmap = this.hotImage;
        }
      }
    } else {
      if (this.bitmap !== this.normalImage) {
        this.bitmap = this.normalImage;
      }
    }
  };

  Sprite_VirtualButton.prototype.updateVisibility = function () {
    if (this._hiding && this.opacity > 0) {
      if (this._delayCounter < this._delay) {
        this._delayCounter++;
      } else {
        this.opacity -= 255 / this._duration;
        if (this.opacity <= 0) this._delayCounter = 0;
      }
    } else if (this._showing && this.opacity < 255) {
      if (this._delayCounter < this._delay) {
        this._delayCounter++;
      } else {
        this.opacity += 255 / this._duration;
        if (this.opacity >= 255) this._delayCounter = 0;
      }
    }
  };

  Sprite_VirtualButton.prototype.updateActive = function () {
    if (this.opacity === 255) {
      this.active = true;
    }
  };

  Sprite_VirtualButton.prototype.updatePosition = function () {
    this.x += this._velocity.x;
    this.y += this._velocity.y;
    var currentPos = new Point(this.x, this.y);
    var currentDistance = this.absDistance(this._start, currentPos);

    if (currentDistance >= this._distance.abs) {
      this.x = this._destination.x;
      this.y = this._destination.y;
      this._velocity.x = 0;
      this._velocity.y = 0;
      this.moving = false;
    }
  };

  Sprite_VirtualButton.prototype.hide = function () {
    this._hiding = true;
    this.active = false;
  };

  Sprite_VirtualButton.prototype.show = function () {
    this._hiding = false;
    this._showing = true;
  };

  Sprite_VirtualButton.prototype.hideInstant = function () {
    this._hiding = true;
    this.opacity = 0;
    this.active = false;
    this._delayCounter = this._delay;
  };

  Sprite_VirtualButton.prototype.showInstant = function () {
    this._hiding = false;
    this._showing = true;
    this.opacity = 255;
    this.active = true;
    this._delayCounter = this._delay;
  };

  Sprite_VirtualButton.prototype.collapse = function (x, y) {
    this._destination.x = x;
    this._destination.y = y;
    this._start.x = this.x;
    this._start.y = this.y;
    this._distance.x = this._destination.x - this._start.x;
    this._distance.y = this._destination.y - this._start.y;
    this._distance.abs = this.absDistance(this._destination, this._start);
    this._velocity.x = this._distance.x / this._duration;
    this._velocity.y = this._distance.y / this._duration;
    this.moving = true;
  };

  Sprite_VirtualButton.prototype.expand = function () {
    this._destination.x = this._origin.x;
    this._destination.y = this._origin.y;
    this._start.x = this.x;
    this._start.y = this.y;
    this._distance.x = this._destination.x - this._start.x;
    this._distance.y = this._destination.y - this._start.y;
    this._distance.abs = this.absDistance(this._destination, this._start);
    this._velocity.x = this._distance.x / this._duration;
    this._velocity.y = this._distance.y / this._duration;
    this.moving = true;
  };

  Sprite_VirtualButton.prototype.absDistance = function (pos1, pos2) {
    return Math.sqrt(Math.pow(pos1.x - pos2.x, 2) + Math.pow(pos1.y - pos2.y, 2));
  }; //=============================================================================
  // Sprite_DirectionalPad
  //=============================================================================
  // Sprite for the Directional Pad
  //=============================================================================


  function Sprite_DirectionalPad() {
    this.initialize.apply(this, arguments);
  }

  Sprite_DirectionalPad.prototype = Object.create(Sprite_VirtualButton.prototype);
  Sprite_DirectionalPad.prototype.constructor = Sprite_DirectionalPad;

  Sprite_DirectionalPad.prototype.initialize = function (x, y, image, hotImage, soundEffect) {
    Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect, undefined, hotImage);
    this._lastInput = "";
    this._hiding = false;
  };

  Sprite_DirectionalPad.prototype.updateTouchInput = function () {
    this.clearLastDirection();

    if (TouchInput.isPressed()) {
      var point = new Point(TouchInput.x, TouchInput.y);

      if (this.containsPoint(point)) {
        if (this._soundEffect) {
          AudioManager.playSe(this._soundEffect);
        }

        var index = this.whichIndex(point);

        switch (index) {
          case 0:
            if (Parameters.enableDiagonalInput) {
              Input._currentState["up"] = true;
              Input._currentState["left"] = true;
              this._lastInput = "up-left";
            }

            break;

          case 1:
            Input._currentState["up"] = true;
            this._lastInput = "up";
            break;

          case 2:
            if (Parameters.enableDiagonalInput) {
              Input._currentState["right"] = true;
              Input._currentState["up"] = true;
              this._lastInput = "up-right";
            }

            break;

          case 3:
            Input._currentState["left"] = true;
            this._lastInput = "left";
            break;

          case 4:
            break;

          case 5:
            Input._currentState["right"] = true;
            this._lastInput = "right";
            break;

          case 6:
            if (Parameters.enableDiagonalInput) {
              Input._currentState["left"] = true;
              Input._currentState["down"] = true;
              this._lastInput = "down-left";
            }

            break;

          case 7:
            Input._currentState["down"] = true;
            this._lastInput = "down";
            break;

          case 8:
            if (Parameters.enableDiagonalInput) {
              Input._currentState["down"] = true;
              Input._currentState["right"] = true;
              this._lastInput = "down-right";
            }

            break;

          default:
            break;
        }
      }
    }
  };

  Sprite_DirectionalPad.prototype.whichIndex = function (point) {
    var index = 0;
    index += point.x - this.x > this.width / 3 ? point.x - this.x > this.width * 2 / 3 ? 2 : 1 : 0;
    index += point.y - this.y > this.height / 3 ? point.y - this.y > this.height * 2 / 3 ? 6 : 3 : 0;
    return index;
  };

  Sprite_DirectionalPad.prototype.clearLastDirection = function () {
    if (this._lastInput) {
      this._lastInput.split("-").forEach(function (direction) {
        return Input._currentState[direction] = false;
      });

      this._lastInput = "";
    }
  }; //=============================================================================
  // Sprite_KeyButton
  //=============================================================================
  // Sprite for the buttons that simulate a key input (besides arrow keys).
  // Ex. "ok", "cancel", "pageup", "pagedown"
  //=============================================================================


  function Sprite_KeyButton() {
    this.initialize.apply(this, arguments);
  }

  Sprite_KeyButton.prototype = Object.create(Sprite_VirtualButton.prototype);
  Sprite_KeyButton.prototype.constructor = Sprite_KeyButton;

  Sprite_KeyButton.prototype.initialize = function (x, y, image, hotImage, soundEffect, inputTrigger, customCode, vibratePattern) {
    var inputMethod = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : 0;
    var commonEvent = arguments.length > 9 && arguments[9] !== undefined ? arguments[9] : 0;
    Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect, vibratePattern, hotImage);

    if (inputTrigger) {
      this._inputTrigger = inputTrigger;
    }

    if (customCode) {
      this._customCode = customCode;
      this._customFunction = new Function(customCode).bind(SceneManager._scene);
    }

    this._commonEvent = commonEvent;
    this._inputMethod = inputMethod;
  };

  Sprite_KeyButton.prototype.isTouchTriggered = function () {
    switch (this._inputMethod) {
      case 0:
        // Was just pressed
        return TouchInput.isTriggered();

      case 1:
        //Currently pressed down
        return TouchInput.isPressed();

      case 2:
        //Is repeated
        return TouchInput.isRepeated();

      case 3:
        //Is kept pressed
        return TouchInput.isLongPressed();

      case 4:
        //Was just released
        return TouchInput.isReleased();

      default:
        return TouchInput.isTriggered();
    }
  };

  Sprite_KeyButton.prototype.updateTouchInput = function () {
    if (this.isTouchTriggered()) {
      var point = new Point(TouchInput.x, TouchInput.y);

      if (this.containsPoint(point)) {
        if (this._soundEffect) {
          AudioManager.playSe(this._soundEffect);
        }

        if (this._vibratePattern) {
          window.navigator.vibrate(this._vibratePattern);
        }

        if (this._customFunction) {
          this._customFunction();
        }

        if (this._commonEvent && $gameTemp) {
          $gameTemp.reserveCommonEvent(this._commonEvent);
        }

        if (this._inputTrigger) {
          Input._currentState[this._inputTrigger] = true;
        }
      } else {
        Input._currentState[this._inputTrigger] = false;
      }
    } else {
      Input._currentState[this._inputTrigger] = false;
    }
  }; //=============================================================================
  // Sprite_ControlButton
  //=============================================================================
  // Sprite for the button that activates / deactivates all other buttons.
  //=============================================================================


  function Sprite_ControlButton() {
    this.initialize.apply(this, arguments);
  }

  Sprite_ControlButton.prototype = Object.create(Sprite_VirtualButton.prototype);
  Sprite_ControlButton.prototype.constructor = Sprite_ControlButton;

  Sprite_ControlButton.prototype.initialize = function (x, y, image, soundEffect) {
    Sprite_VirtualButton.prototype.initialize.call(this, x, y, image, soundEffect);
    this._inputTrigger = "control";
    this._buttonsHidden = false;
  };

  Sprite_ControlButton.prototype.updateTouchInput = function () {
    if (TouchInput.isTriggered()) {
      var point = new Point(TouchInput.x, TouchInput.y);

      if (this.containsPoint(point)) {
        if (this._soundEffect) {
          AudioManager.playSe(this._soundEffect);
        }

        if (this._buttonsHidden) {
          this.showAllButtons();
        } else {
          this.hideAllButtons();
        }
      }
    }
  };

  Sprite_ControlButton.prototype.showAllButtons = function () {
    var _this = this;

    var params = Parameters["controlButtonSettings"];

    if (params.buttonsToHide.length > 0) {
      params.buttonsToHide.forEach(function (buttonName) {
        if (!_this._keyButtons[buttonName]) {
          console.error("".concat(buttonName, " is not a key button, check your Mobile UI plugin configuration."));
          return;
        }

        _this._keyButtons[buttonName].show();

        _this._keyButtons[buttonName].expand();
      });
    } else {
      if (this._keyButtons) {
        Object.values(this._keyButtons).forEach(function (button) {
          button.show();
          button.expand();
        });
      }
    }

    if (params.hideDPad && this._directionalPad) {
      this._directionalPad.show();

      this._directionalPad.expand();
    }

    this._buttonsHidden = false;
  };

  Sprite_ControlButton.prototype.hideAllButtons = function () {
    var _this2 = this;

    var params = Parameters["controlButtonSettings"];

    if (params.buttonsToHide.length > 0) {
      params.buttonsToHide.forEach(function (buttonName) {
        if (!_this2._keyButtons[buttonName]) {
          console.error("".concat(buttonName, " is not a key button, check your Mobile UI plugin configuration."));
          return;
        }

        _this2._keyButtons[buttonName].hide();

        _this2._keyButtons[buttonName].collapse(_this2.x, _this2.y);
      });
    } else {
      if (this._keyButtons) {
        Object.values(this._keyButtons).forEach(function (button) {
          button.hide();
          button.collapse(_this2.x, _this2.y);
        });
      }
    }

    if (params.hideDPad && this._directionalPad) {
      this._directionalPad.hide();

      this._directionalPad.collapse(this.x, this.y);
    }

    this._buttonsHidden = true;
  }; //=============================================================================
  // Scene_Base
  //=============================================================================
  // Methods to create the buttons in any scene.
  //=============================================================================


  Alias.Scene_Boot_create = Scene_Boot.prototype.create;

  Scene_Boot.prototype.create = function () {
    Alias.Scene_Boot_create.call(this);

    if (Parameters["dPadSettings"].activeScenes) {
      Parameters["dPadSettings"].activeScenes = Parameters["dPadSettings"].activeScenes.map(function (a) {
        return eval(a);
      });
    }

    if (Parameters["keyButtonSettings"]) {
      Parameters["keyButtonSettings"].forEach(function (a) {
        return a.activeScenes = a.activeScenes.map(function (b) {
          return b = eval(b);
        });
      });
    }

    if (Parameters["controlButtonSettings"].activeScenes) {
      Parameters["controlButtonSettings"].activeScenes = Parameters["controlButtonSettings"].activeScenes.map(function (a) {
        return eval(a);
      });
    }
  };

  Alias.Scene_Base_start = Scene_Base.prototype.start;

  Scene_Base.prototype.start = function () {
    Alias.Scene_Base_start.call(this);
    this.createDirPad();
    this.createKeyButtons();
    this.createControlButton();
  };

  Scene_Base.prototype.createDirPad = function () {
    var params = Parameters["dPadSettings"];

    if (params) {
      if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
        var x = params.x;
        var y = params.y;
        var image = params.image || "";
        var hotImage = params.hotImage || "";
        var soundEffect = params.soundEffect;
        this._directionalPad = new Sprite_DirectionalPad(x, y, image, hotImage, soundEffect);
        this.addChild(this._directionalPad);
      }
    }
  };

  Scene_Base.prototype.createKeyButtons = function () {
    var params = Parameters["keyButtonSettings"];

    if (params) {
      if (params.length > 0) {
        this._keyButtons = {};

        for (var i = 0; i < params.length; i++) {
          if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
            var a = params;
            this._keyButtons[a.name.toLowerCase()] = new Sprite_KeyButton(a.x, a.y, a.image, a.hotImage, a.soundEffect, a.inputTrigger.toLowerCase(), a.customCode, a.vibratePattern, a.inputMethod, a.commonEvent);
            this.addChild(this._keyButtons[a.name.toLowerCase()]);
          }
        }
      }
    }
  };

  Scene_Base.prototype.createControlButton = function () {
    var params = Parameters["controlButtonSettings"];

    if (params) {
      if (params.activeScenes.length > 0 && params.activeScenes.contains(this.constructor)) {
        var x = params.x;
        var y = params.y;
        var image = params.image || "";
        var soundEffect = params.soundEffect;
        this._controlButton = new Sprite_ControlButton(x, y, image, soundEffect);
        this.addChild(this._controlButton);
        this._controlButton._keyButtons = this._keyButtons;
        this._controlButton._directionalPad = this._directionalPad;
      }
    }
  };

  Scene_Base.prototype.hideVirtualButtons = function () {
    var _this3 = this;

    if (this._directionalPad) {
      this._directionalPad.hide();
    }

    if (this._keyButtons) {
      Object.keys(this._keyButtons).forEach(function (a) {
        return _this3._keyButtons[a].hide();
      });
    }

    if (this._controlButton) {
      this._controlButton.hide();
    }
  };

  Scene_Base.prototype.showVirtualButtons = function () {
    var _this4 = this;

    if (this._directionalPad && !this._directionalPad._pluginHidden) {
      this._directionalPad.show();
    }

    if (this._keyButtons) {
      Object.keys(this._keyButtons).forEach(function (button) {
        if (!_this4._keyButtons[button]._pluginHidden) _this4._keyButtons[button].show();
      });
    }

    if (this._controlButton && !this._controlButton._pluginHidden) {
      this._controlButton.show();
    }
  };

  Alias.Scene_Base_terminate = Scene_Base.prototype.terminate;

  Scene_Base.prototype.terminate = function () {
    var _this5 = this;

    Alias.Scene_Base_terminate.call(this);

    if (this._directionalPad) {
      this.removeChild(this._directionalPad);
    }

    if (this._keyButtons) {
      Object.keys(this._keyButtons).forEach(function (a) {
        return _this5.removeChild(_this5._keyButtons[a]);
      });
    }

    if (this._controlButton) {
      this.removeChild(this._controlButton);
    }
  }; //=============================================================================
  // Scene_Map
  //=============================================================================
  // If map movement is disabled from the parameters, return.
  // If an active button is pressed, don't do the usual map movement.
  //=============================================================================


  Alias.Scene_Map_processMapTouch = Scene_Map.prototype.processMapTouch;

  Scene_Map.prototype.processMapTouch = function () {
    var _this6 = this;

    if (Parameters['disableTouchMovement'] && this._directionalPad && this._directionalPad.active) {
      return;
    }

    if (TouchInput.isTriggered()) {
      var point = new Point(TouchInput.x, TouchInput.y);

      if (!!this._controlButton) {
        if (this._controlButton.containsPoint(point)) {
          return;
        }
      }

      if (this._directionalPad) {
        if (this._directionalPad.active && this._directionalPad.containsPoint(point)) {
          return;
        }
      }

      if (this._keyButtons) {
        if (Object.keys(this._keyButtons).some(function (a) {
          return _this6._keyButtons[a].containsPoint(point);
        })) {
          return;
        }
      }
    }

    Alias.Scene_Map_processMapTouch.call(this);
  }; //=============================================================================
  // Window_Selectable
  //=============================================================================
  // Disable Touch Input on selectable windows if configured in the parameters.
  //=============================================================================


  Alias.Window_Selectable_processTouch = Window_Selectable.prototype.processTouch;

  Window_Selectable.prototype.processTouch = function () {
    if (Parameters['disableTouchWindows'].contains(SceneManager._scene.constructor.name)) {
      return;
    }

    Alias.Window_Selectable_processTouch.call(this);
  }; //=============================================================================
  // Window_Message
  //=============================================================================
  // Control UI visibility when the dialogue window is activated.
  //=============================================================================


  if (Parameters.hideButtonsDuringDialogue) {
    Alias.Window_Message_startMessage = Window_Message.prototype.startMessage;

    Window_Message.prototype.startMessage = function () {
      SceneManager._scene.hideVirtualButtons();

      ALOE.clearDpadInput();
      Alias.Window_Message_startMessage.call(this);
    };

    Alias.Window_Message_terminateMessage = Window_Message.prototype.terminateMessage;

    Window_Message.prototype.terminateMessage = function () {
      Alias.Window_Message_terminateMessage.call(this);

      if (SceneManager._scene._controlButton && SceneManager._scene._controlButton._buttonsHidden) {
        SceneManager._scene._controlButton.show();
      } else {
        SceneManager._scene.showVirtualButtons();
      }
    };
  } //=============================================================================
  // Game_Interpreter
  //=============================================================================
  // Plugin commands
  //=============================================================================


  function pluginCommandHideDpad(scene, args) {
    if (scene._directionalPad) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        scene._directionalPad.hideInstant();
      } else {
        scene._directionalPad.hide();
      }

      scene._directionalPad._pluginHidden = true;
    }
  }

  function pluginCommandHideControl(scene, args) {
    if (scene._controlButton) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        scene._controlButton.hideInstant();
      } else {
        scene._controlButton.hide();
      }

      scene._controlButton._pluginHidden = true;
    }
  }

  function pluginCommandHideAllKeyButtons(scene, args) {
    if (scene._keyButtons) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        Object.keys(scene._keyButtons).forEach(function (keyButton) {
          scene._keyButtons[keyButton].hideInstant();

          scene._keyButtons[keyButton]._pluginHidden = true;
        });
      } else {
        Object.keys(scene._keyButtons).forEach(function (keyButton) {
          scene._keyButtons[keyButton].hide();

          scene._keyButtons[keyButton]._pluginHidden = true;
        });
      }
    }
  }

  function pluginCommandHideKeyButton(scene, args) {
    if (scene._keyButtons[args[1].toLowerCase()]) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        scene._keyButtons[args[1].toLowerCase()].hideInstant();
      } else {
        scene._keyButtons[args[1].toLowerCase()].hide();
      }

      scene._keyButtons[args[1].toLowerCase()]._pluginHidden = true;
    }
  }

  function pluginCommandShowDpad(scene, args) {
    if (scene._directionalPad) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        scene._directionalPad.showInstant();
      } else {
        scene._directionalPad.show();
      }

      scene._directionalPad._pluginHidden = false;
    }
  }

  function pluginCommandShowControl(scene, args) {
    if (scene._controlButton) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        scene._controlButton.showInstant();
      } else {
        scene._controlButton.show();
      }

      scene._controlButton._pluginHidden = false;
    }
  }

  function pluginCommandShowAllKeyButtons(scene, args) {
    if (scene._keyButtons) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        Object.keys(scene._keyButtons).forEach(function (keyButton) {
          scene._keyButtons[keyButton].showInstant();

          scene._keyButtons[keyButton]._pluginHidden = false;
        });
      } else {
        Object.keys(scene._keyButtons).forEach(function (keyButton) {
          scene._keyButtons[keyButton].show();

          scene._keyButtons[keyButton]._pluginHidden = false;
        });
      }
    }
  }

  function pluginCommandShowKeyButton(scene, args) {
    if (scene._keyButtons[args[1].toLowerCase()]) {
      if (args[2] && args[2].toLowerCase() === 'instant') {
        scene._keyButtons[args[1].toLowerCase()].showInstant();
      } else {
        scene._keyButtons[args[1].toLowerCase()].show();
      }

      scene._keyButtons[args[1].toLowerCase()]._pluginHidden = false;
    }
  }

  function pluginCommandOpacityDpad(scene, args) {
    if (scene._directionalPad) {
      scene._directionalPad.opacity = parseInt(args[2]);
    }
  }

  function pluginCommandOpacityControlButton(scene, args) {
    if (scene._controlButton) {
      scene._controlButton.opacity = parseInt(args[2]);
    }
  }

  function pluginCommandOpacityKeyButton(scene, args) {
    if (scene._keyButtons[args[1].toLowerCase()]) {
      scene._keyButtons[args[1].toLowerCase()].opacity = parseInt(args[2]);
    }
  }

  function pluginCommandOpacityAllKeyButtons(scene, args) {
    Object.keys(scene._keyButtons).forEach(function (keyButton) {
      return scene._keyButtons[keyButton].opacity = parseInt(args[2]);
    });
  }

  Alias.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;

  Game_Interpreter.prototype.pluginCommand = function (command, args) {
    Alias.Game_Interpreter_pluginCommand.call(this, command, args);

    if (command.toLowerCase() === "mobileui" || command.toLowerCase() === "virtualbuttons") {
      var scene = SceneManager._scene;

      switch (args[0].toLowerCase()) {
        case "hide":
          switch (args[1].toLowerCase()) {
            case "dpad":
              pluginCommandHideDpad(scene, args);
              break;

            case "control":
              pluginCommandHideControl(scene, args);
              break;

            case "all":
              pluginCommandHideDpad(scene, args);
              pluginCommandHideControl(scene, args);
              pluginCommandHideAllKeyButtons(scene, args);
              break;

            default:
              pluginCommandHideKeyButton(scene, args);
              break;
          }

          break;

        case "show":
          switch (args[1].toLowerCase()) {
            case "dpad":
              pluginCommandShowDpad(scene, args);
              break;

            case "control":
              pluginCommandShowControl(scene, args);
              break;

            case "all":
              pluginCommandShowDpad(scene, args);
              pluginCommandShowControl(scene, args);
              pluginCommandShowAllKeyButtons(scene, args);

            default:
              pluginCommandShowKeyButton(scene, args);
              break;
          }

          break;

        case "opacity":
          switch (args[1].toLowerCase()) {
            case "dpad":
              pluginCommandOpacityDpad(scene, args);
              break;

            case "control":
              pluginCommandOpacityControlButton(scene, args);
              break;

            case "all":
              pluginCommandOpacityDpad(scene, args);
              pluginCommandOpacityControlButton(scene, args);
              pluginCommandOpacityAllKeyButtons(scene, args);

            default:
              pluginCommandOpacityKeyButton(scene, args);
              break;
          }

      }
    }
  };

  if (Parameters.enableDPadDebugWindow) {
    //=============================================================================
    // Window_TouchInputTest
    //=============================================================================
    // The window to test what inputs are currently pressed on the D-Pad
    //=============================================================================
    var Window_TouchInputTest = function Window_TouchInputTest() {
      this.initialize.apply(this, arguments);
    };

    Window_TouchInputTest.prototype = Object.create(Window_Base.prototype);
    Window_TouchInputTest.prototype.constructor = Window_TouchInputTest;

    Window_TouchInputTest.prototype.initialize = function () {
      Window_Base.prototype.initialize.call(this, Graphics.width - 300, 0, 300, 200);
      this._lastState = {
        up: false,
        right: false,
        down: false,
        left: false
      };
      this.refresh();
    };

    Window_TouchInputTest.prototype.update = function () {
      Window_Base.prototype.update.call(this);

      if (this.stateHasChanged()) {
        this.refresh();
      }
    };

    Window_TouchInputTest.prototype.refresh = function () {
      this.contents.clear();
      this.drawText("Up: ".concat(Input._currentState["up"]), 6, 0);
      this.drawText("Right: ".concat(Input._currentState["right"]), 6, this.lineHeight());
      this.drawText("Down: ".concat(Input._currentState["down"]), 6, this.lineHeight() * 2);
      this.drawText("Left: ".concat(Input._currentState["left"]), 6, this.lineHeight() * 3);
    };

    Window_TouchInputTest.prototype.stateHasChanged = function () {
      if (this._lastState.up !== Input._currentState["up"]) {
        this._lastState.up = Input._currentState["up"];
        return true;
      }

      if (this._lastState.right !== Input._currentState["right"]) {
        this._lastState.right = Input._currentState["right"];
        return true;
      }

      if (this._lastState.down !== Input._currentState["down"]) {
        this._lastState.down = Input._currentState["down"];
        return true;
      }

      if (this._lastState.left !== Input._currentState["left"]) {
        this._lastState.left = Input._currentState["left"];
        return true;
      }

      return false;
    };

    var Scene_Map_createMapNameWindow = Scene_Map.prototype.createMapNameWindow;

    Scene_Map.prototype.createMapNameWindow = function () {
      this._touchInputTestWindow = new Window_TouchInputTest();
      this.addChild(this._touchInputTestWindow);
      Scene_Map_createMapNameWindow.call(this);
    };
  } // end if Parameters.enableDPadDebugWindow
  //=============================================================================
  // Game_Player
  //=============================================================================
  // Help solve bug with stuck movement by clearing input on map transfer.
  //=============================================================================


  var Game_Player_performTransfer = Game_Player.prototype.performTransfer;

  Game_Player.prototype.performTransfer = function () {
    if (this.isTransferring()) {
      Game_Player_performTransfer.call(this);
      ALOE.clearDpadInput();
    }
  };

  ALOE.clearDpadInput = function () {
    delete Input._currentState["left"];
    delete Input._currentState["right"];
    delete Input._currentState["up"];
    delete Input._currentState["down"];
  }; //==============================================================================
  // Array.prototype.includes
  // Array.prototype.find
  //==============================================================================
  // Polyfill for old versions of MV (1.5 and earlier)
  //==============================================================================
  // https://tc39.github.io/ecma262/#sec-array.prototype.includes


  if (!Array.prototype.includes) {
    Object.defineProperty(Array.prototype, 'includes', {
      value: function value(valueToFind, fromIndex) {
        if (this == null) {
          throw new TypeError('"this" is null or not defined');
        } // 1. Let O be ? ToObject(this value).


        var o = Object(this); // 2. Let len be ? ToLength(? Get(O, "length")).

        var len = o.length >>> 0; // 3. If len is 0, return false.

        if (len === 0) {
          return false;
        } // 4. Let n be ? ToInteger(fromIndex).
        //    (If fromIndex is undefined, this step produces the value 0.)


        var n = fromIndex | 0; // 5. If n ≥ 0, then
        //  a. Let k be n.
        // 6. Else n < 0,
        //  a. Let k be len + n.
        //  b. If k < 0, let k be 0.

        var k = Math.max(n >= 0 ? n : len - Math.abs(n), 0);

        function sameValueZero(x, y) {
          return x === y || typeof x === 'number' && typeof y === 'number' && isNaN(x) && isNaN(y);
        } // 7. Repeat, while k < len


        while (k < len) {
          // a. Let elementK be the result of ? Get(O, ! ToString(k)).
          // b. If SameValueZero(valueToFind, elementK) is true, return true.
          if (sameValueZero(o[k], valueToFind)) {
            return true;
          } // c. Increase k by 1.


          k++;
        } // 8. Return false


        return false;
      }
    });
  } // https://tc39.github.io/ecma262/#sec-array.prototype.find


  if (!Array.prototype.find) {
    Object.defineProperty(Array.prototype, 'find', {
      value: function value(predicate) {
        // 1. Let O be ? ToObject(this value).
        if (this == null) {
          throw new TypeError('"this" is null or not defined');
        }

        var o = Object(this); // 2. Let len be ? ToLength(? Get(O, "length")).

        var len = o.length >>> 0; // 3. If IsCallable(predicate) is false, throw a TypeError exception.

        if (typeof predicate !== 'function') {
          throw new TypeError('predicate must be a function');
        } // 4. If thisArg was supplied, let T be thisArg; else let T be undefined.


        var thisArg = arguments[1]; // 5. Let k be 0.

        var k = 0; // 6. Repeat, while k < len

        while (k < len) {
          // a. Let Pk be ! ToString(k).
          // b. Let kValue be ? Get(O, Pk).
          // c. Let testResult be ToBoolean(? Call(predicate, T, « kValue, k, O »)).
          // d. If testResult is true, return kValue.
          var kValue = o[k];

          if (predicate.call(thisArg, kValue, k, o)) {
            return kValue;
          } // e. Increase k by 1.


          k++;
        } // 7. Return undefined.


        return undefined;
      },
      configurable: true,
      writable: true
    });
  } //==============================================================================
  // Swap Plugin Parameters
  //==============================================================================
  // If both ALOE_MobileUI (old name) and ALOE_VirtualButtons (new name) are ON,
  // then copy the plugin parameters over. Also copy images from img/mobileui to
  // img/VirtualButtons.
  //==============================================================================


  if (!Utils.isOptionValid('test') && PluginManager._scripts.includes("ALOE_MobileUI")) {
    console.error("Conflicting version of ALOE_VirtualButtons (ALOE_MobileUI) found.");
  }

  if (Utils.isOptionValid('test') && PluginManager._scripts.includes("ALOE_MobileUI")) {
    nw.Window.get().showDevTools();

    var fs = require('fs');

    console.log("Both ALOE_VirtualButtons and ALOE_MobileUI are activated.");
    console.log("Initiating procedure to copy plugin parameters and images...");
    console.log("Copying plugin parameters...");
    var pluginsjs = fs.readFileSync('js/plugins.js', 'utf-8');
    var grabParametersRegex = /ALOE_MobileUI.+"parameters":(.+)},?$/m;
    var match = pluginsjs.match(grabParametersRegex);

    if (match && match[1]) {
      var mobileUIParameters = match[1];
      var replaceParametersRegex = /(ALOE_VirtualButtons.+"parameters":)(.+)(},?$)/m;
      var trailingComma = ','; // If it's the last plugin in the list, no trailing comma

      if (PluginManager._scripts[PluginManager._scripts.length - 1] === 'ALOE_VirtualButtons') {
        trailingComma = '';
      }

      var newPluginsjs = pluginsjs.replace(replaceParametersRegex, "$1".concat(mobileUIParameters, "}").concat(trailingComma));
      fs.writeFileSync('js/plugins.js', newPluginsjs);
    } else {
      console.error("Could not locate ALOE_MobileUI parameters.");
    }

    console.log("Copying plugin images..."); // Create Image Directory

    if (!fs.existsSync('img/VirtualButtons')) {
      fs.mkdirSync('img/VirtualButtons');
    }

    if (fs.existsSync('img/mobileUI')) {
      fs.readdirSync('img/mobileUI').forEach(function (image) {
        return fs.copyFileSync("img/mobileUI/".concat(image), "img/VirtualButtons/".concat(image));
      });
    } else {
      console.error('Unable to copy from img/mobileUI to img/VirtualButtons. img/mobileUI does not exist');
    }

    console.log("Plugin parameters and images copy successfully completed!");
    console.log("============ Instructions ============\n");
    console.log("1. Close the MV editor. If you press 'save' or open the Plugin Manager, it will undo the copying of the plugin parameters.");
    console.log("2. Verify the images were copied from img/mobileUI to img/VirtualButtons then you can remove the img/mobileUI folder");
    console.log("3. Open the MV editor again, go to the Plugin Manager, right-click on ALOE_VirtualButtons and press \"Refresh\".");
    console.log("4. Verify the plugin parameters were copied over and then you can remove ALOE_MobileUI.");
  }
作者: sh2288    时间: 2021-9-16 15:00
大佬们,这个插件好像需要自己放置图片,图片好说,但我该怎么命名啊
作者: sh2288    时间: 2021-9-16 15:02
哦,装上插件后明白了,白问了




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