您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
258 行
6.3 KiB
258 行
6.3 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<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;
|
|
|
|
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 OnInteract(InputAction.CallbackContext context)
|
|
{
|
|
if (context.phase == InputActionPhase.Performed)
|
|
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 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();
|
|
|
|
}
|
|
}
|