feat(init): 搭建初始的项目框架
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91
Assets/Script/Core/Input/InputManager.cs
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91
Assets/Script/Core/Input/InputManager.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Core
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{
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public class InputManager : MonoSingleton<InputManager>
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{
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private PlayerInputActions _input; // 自动生成的输入类
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// 当前输入值
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public Vector2 Move { get; private set; }
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public Vector2 Look { get; private set; }
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public bool PausePressed { get; private set; }
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private void Awake()
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{
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_input = new PlayerInputActions();
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}
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private void OnEnable()
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{
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_input.Enable();
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// 注册事件
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_input.Player.Move.performed += ctx => Move = ctx.ReadValue<Vector2>();
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_input.Player.Move.canceled += ctx => Move = Vector2.zero;
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_input.Player.Look.performed += ctx => Look = ctx.ReadValue<Vector2>();
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_input.Player.Look.canceled += ctx => Look = Vector2.zero;
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//
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// _input.Player.Jump.performed += ctx => JumpPressed = true;
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// _input.Player.Jump.canceled += ctx => JumpPressed = false;
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//
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}
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private void OnDisable()
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{
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_input.Disable();
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}
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private void Update()
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{
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// 在此更新一次性触发的输入,例如“按下瞬间触发”
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// if (PausePressed)
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// {
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// Debug.Log("Pause Pressed!");
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// PausePressed = false; // 手动清除
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// }
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}
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// 🔧 示例方法:允许外部模块手动启用/禁用输入(比如暂停菜单)
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public void SetInputEnabled(bool enabled)
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{
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if (enabled) _input.Enable();
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else _input.Disable();
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}
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public void SetCursorState(bool visible, CursorLockMode lockMode)
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{
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Cursor.visible = visible;
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Cursor.lockState = lockMode;
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}
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public void SetInputForLook(bool enabled)
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{
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if (enabled)
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{
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_input.Player.Look.Enable();
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}
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else
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{
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_input.Player.Look.Disable();
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Look = Vector2.zero; // 禁用时清除Look值
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}
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}
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public void SetInputForMove(bool enabled)
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{
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if (enabled)
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{
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_input.Player.Move.Enable();
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}
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else
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{
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_input.Player.Move.Disable();
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Move = Vector2.zero; // 禁用时清除Move值
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}
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}
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}
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}
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