132 lines
4.0 KiB
C#
132 lines
4.0 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Core;
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namespace Script.Gameplay.Input
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{
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public class InputManager : MonoSingleton<InputManager>, IInputManager
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{
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public 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 JumpPressed { get; private set; }
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public bool PausePressed { get; private set; }
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public bool InteractPressed { get; private set; }
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public bool EditPressed { get; private set; }
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private bool _hasFocus = true;
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protected override void Awake()
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{
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Input = new PlayerInputActions();
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base.Awake();
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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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}
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private void OnDisable()
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{
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// 可选:取消注册以防止重复订阅(简单项目可不解除)
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Input.Disable();
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}
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private void Start()
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{
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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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Input.Player.Jump.performed += ctx => JumpPressed = true;
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Input.Player.Jump.canceled += ctx => JumpPressed = false;
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Input.Player.Pause.performed += ctx => PausePressed = true;
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Input.Player.Pause.canceled += ctx => PausePressed = false;
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Input.Player.Interact.performed += ctx => InteractPressed = true;
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Input.Player.Interact.canceled += ctx => InteractPressed = false;
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Input.Player.Edit.performed += ctx => EditPressed = true;
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Input.Player.Edit.canceled += ctx => EditPressed = false;
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SetCursorState(false, CursorLockMode.Locked);
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SetInputForLook(true);
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SetInputForMove(true);
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UIManager.Instance.RegisterInputManager(this);
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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(如果需要瞬时)
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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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// 当窗口获得/失去焦点时调用(玩家是否在注视游戏窗口)
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private void OnApplicationFocus(bool hasFocus)
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{
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_hasFocus = hasFocus;
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// 失去焦点视为系统级暂停
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if (_hasFocus)
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{
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SetCursorState(_hasFocus, CursorLockMode.Locked);
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}
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else
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{
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SetCursorState(_hasFocus, CursorLockMode.None);
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}
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}
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}
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}
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