这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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275 行
7.3 KiB

using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Events;
[CreateAssetMenu(fileName = "InputReader", menuName = "Game/Input Reader")]
public class InputReader : DescriptionBaseSO, GameInput.IGameplayActions, GameInput.IDialoguesActions, GameInput.IMenusActions, GameInput.ICheatsActions
{
[Space]
[SerializeField] private GameStateSO _gameStateManager;
// 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 { };
// Cheats (has effect only in the Editor)
public event UnityAction CheatMenuEvent = delegate { };
private GameInput _gameInput;
private void OnEnable()
{
if (_gameInput == null)
{
_gameInput = new GameInput();
_gameInput.Menus.SetCallbacks(this);
_gameInput.Gameplay.SetCallbacks(this);
_gameInput.Dialogues.SetCallbacks(this);
_gameInput.Cheats.SetCallbacks(this);
}
#if UNITY_EDITOR
_gameInput.Cheats.Enable();
#endif
}
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)
{
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 OnOpenCheatMenu(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Performed)
CheatMenuEvent.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();
}
}