using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.Events; [CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")] public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions { // Gameplay public event UnityAction jumpEvent; public event UnityAction jumpCanceledEvent; public event UnityAction attackEvent; public event UnityAction interactEvent; // Used to talk, pickup objects, interact with tools like the cooking cauldron public event UnityAction extraActionEvent; // Used to bring up the inventory public event UnityAction pauseEvent; public event UnityAction moveEvent; public event UnityAction cameraMoveEvent; public event UnityAction enableMouseControlCameraEvent; public event UnityAction disableMouseControlCameraEvent; // Dialogue public event UnityAction advanceDialogueEvent = delegate { }; public event UnityAction onMoveSelectionEvent = delegate { }; private GameInput gameInput; private void OnEnable() { if (gameInput == null) { gameInput = new GameInput(); gameInput.Gameplay.SetCallbacks(this); gameInput.Dialogues.SetCallbacks(this); } EnableGameplayInput(); } private void OnDisable() { DisableAllInput(); } public void OnAttack(InputAction.CallbackContext context) { if (attackEvent != null && context.phase == InputActionPhase.Performed) attackEvent.Invoke(); } public void OnExtraAction(InputAction.CallbackContext context) { if (extraActionEvent != null && context.phase == InputActionPhase.Performed) extraActionEvent.Invoke(); } public void OnInteract(InputAction.CallbackContext context) { if (interactEvent != null && context.phase == InputActionPhase.Performed) interactEvent.Invoke(); } public void OnJump(InputAction.CallbackContext context) { if (jumpEvent != null && context.phase == InputActionPhase.Performed) jumpEvent.Invoke(); if (jumpCanceledEvent != null && context.phase == InputActionPhase.Canceled) jumpCanceledEvent.Invoke(); } public void OnMove(InputAction.CallbackContext context) { if (moveEvent != null) { moveEvent.Invoke(context.ReadValue()); } } public void OnPause(InputAction.CallbackContext context) { if (pauseEvent != null && context.phase == InputActionPhase.Performed) pauseEvent.Invoke(); } public void OnRotateCamera(InputAction.CallbackContext context) { if (cameraMoveEvent != null) { cameraMoveEvent.Invoke(context.ReadValue(), IsDeviceMouse(context)); } } public void OnMouseControlCamera(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) enableMouseControlCameraEvent?.Invoke(); if (context.phase == InputActionPhase.Canceled) disableMouseControlCameraEvent?.Invoke(); } private bool IsDeviceMouse(InputAction.CallbackContext context) => context.control.device.name == "Mouse"; public void OnMoveSelection(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) onMoveSelectionEvent(); } public void OnAdvanceDialogue(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) advanceDialogueEvent(); } public void EnableDialogueInput() { gameInput.Dialogues.Enable(); gameInput.Gameplay.Disable(); gameInput.Menus.Disable(); } public void EnableGameplayInput() { gameInput.Gameplay.Enable(); gameInput.Dialogues.Disable(); gameInput.Menus.Disable(); } public void EnableUIInput() { gameInput.Gameplay.Disable(); gameInput.Dialogues.Disable(); gameInput.Menus.Enable(); } public void DisableAllInput() { gameInput.Gameplay.Disable(); gameInput.Dialogues.Disable(); } }