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