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