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272 行
6.9 KiB

using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Events;
using System;
[CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
public class InputReader : ScriptableObject, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions
{
// Assign delegate{} to events to initialise them with an empty delegate
// so we can skip the null check when we use them
// Gameplay
public event UnityAction jumpEvent = delegate { };
public event UnityAction jumpCanceledEvent = delegate { };
public event UnityAction attackEvent = delegate { };
public event UnityAction attackCanceledEvent = delegate { };
public event UnityAction interactEvent = delegate { }; // Used to talk, pickup objects, interact with tools like the cooking cauldron
public event UnityAction inventoryActionButtonEvent = delegate { };
public event UnityAction saveActionButtonEvent = delegate { };
public event UnityAction resetActionButtonEvent = delegate { };
public event UnityAction<Vector2> moveEvent = delegate { };
public event UnityAction<Vector2, bool> cameraMoveEvent = delegate { };
public event UnityAction enableMouseControlCameraEvent = delegate { };
public event UnityAction disableMouseControlCameraEvent = delegate { };
public event UnityAction startedRunning = delegate { };
public event UnityAction stoppedRunning = delegate { };
// Shared between menus and dialogues
public event UnityAction moveSelectionEvent = delegate { };
// Dialogues
public event UnityAction advanceDialogueEvent = delegate { };
// Menus
public event UnityAction menuMouseMoveEvent = delegate { };
public event UnityAction menuClickButtonEvent = delegate { };
public event UnityAction menuUnpauseEvent = delegate { };
public event UnityAction menuPauseEvent = delegate { };
public event UnityAction menuCloseEvent = delegate { };
public event UnityAction openInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction closeInventoryEvent = delegate { }; // Used to bring up the inventory
public event UnityAction<float> TabSwitched = delegate { };
private GameInput gameInput;
public GameStateSO gameStateManager;
private void OnEnable()
{
if (gameInput == null)
{
gameInput = new GameInput();
gameInput.Menus.SetCallbacks(this);
gameInput.Gameplay.SetCallbacks(this);
gameInput.Dialogues.SetCallbacks(this);
}
}
private void OnDisable()
{
DisableAllInput();
}
public void OnAttack(InputAction.CallbackContext context)
{
switch (context.phase)
{
case InputActionPhase.Performed:
attackEvent.Invoke();
break;
case InputActionPhase.Canceled:
attackCanceledEvent.Invoke();
break;
}
}
public void OnOpenInventory(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
openInventoryEvent.Invoke();
}
}
public void OnCancel(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
menuCloseEvent.Invoke();
}
}
public void OnInventoryActionButton(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
inventoryActionButtonEvent.Invoke();
}
public void OnSaveActionButton(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
saveActionButtonEvent.Invoke();
}
public void OnResetActionButton(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
resetActionButtonEvent.Invoke();
}
public void OnInteract(InputAction.CallbackContext context)
{
if ((context.phase == InputActionPhase.Performed) && (gameStateManager.CurrentGameState == GameState.Gameplay)) // Interaction is only possible when in gameplay GameState
interactEvent.Invoke();
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
jumpEvent.Invoke();
if (context.phase == InputActionPhase.Canceled)
jumpCanceledEvent.Invoke();
}
public void OnMove(InputAction.CallbackContext context)
{
moveEvent.Invoke(context.ReadValue<Vector2>());
}
public void OnRun(InputAction.CallbackContext context)
{
switch (context.phase)
{
case InputActionPhase.Performed:
startedRunning.Invoke();
break;
case InputActionPhase.Canceled:
stoppedRunning.Invoke();
break;
}
}
public void OnPause(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
menuPauseEvent.Invoke();
}
}
public void OnRotateCamera(InputAction.CallbackContext context)
{
cameraMoveEvent.Invoke(context.ReadValue<Vector2>(), 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)
moveSelectionEvent.Invoke();
}
public void OnAdvanceDialogue(InputAction.CallbackContext context)
{
Debug.Log("AdvanceDialogue");
if (context.phase == InputActionPhase.Performed)
advanceDialogueEvent.Invoke();
}
public void OnConfirm(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuClickButtonEvent.Invoke();
}
public void OnMouseMove(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
menuMouseMoveEvent.Invoke();
}
public void OnUnpause(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
{
menuUnpauseEvent.Invoke();
}
}
public void EnableDialogueInput()
{
gameInput.Menus.Enable();
gameInput.Gameplay.Disable();
gameInput.Dialogues.Enable();
}
public void EnableGameplayInput()
{
gameInput.Menus.Disable();
gameInput.Dialogues.Disable();
gameInput.Gameplay.Enable();
}
public void EnableMenuInput()
{
gameInput.Dialogues.Disable();
gameInput.Gameplay.Disable();
gameInput.Menus.Enable();
}
public void DisableAllInput()
{
gameInput.Gameplay.Disable();
gameInput.Menus.Disable();
gameInput.Dialogues.Disable();
}
public void OnChangeTab(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
TabSwitched.Invoke(context.ReadValue<float>());
}
public bool LeftMouseDown() => Mouse.current.leftButton.isPressed;
public void OnClick(InputAction.CallbackContext context)
{
}
public void OnSubmit(InputAction.CallbackContext context)
{
}
public void OnPoint(InputAction.CallbackContext context)
{
}
public void OnRightClick(InputAction.CallbackContext context)
{
}
public void OnNavigate(InputAction.CallbackContext context)
{
}
public void OnCloseInventory(InputAction.CallbackContext context)
{
closeInventoryEvent.Invoke();
}
}