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PlayerInput.cs
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162 lines (144 loc) · 4.47 KB
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using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerInput : MonoBehaviour
{
// When true, input values are ignored (useful for UI overlays)
private bool _blockInput;
public bool BlockInput
{
get => _blockInput;
set
{
_blockInput = value;
if (value) ResetInputs();
}
}
// input actions
private InputAction moveAction;
private InputAction lookAction;
private InputAction jumpAction;
private InputAction runAction;
// public values
public Vector2 Move { get; private set; }
public Vector2 Look { get; private set; }
public bool RunHeld { get; private set; }
public bool JumpPressed { get; private set; }
// lifecycle
private void Awake()
{
if (moveAction == null)
{
moveAction = new InputAction("Move", InputActionType.Value, expectedControlType: "Vector2");
moveAction.AddCompositeBinding("2DVector(mode=2)")
.With("Up", "<Keyboard>/w")
.With("Up", "<Keyboard>/upArrow")
.With("Down", "<Keyboard>/s")
.With("Down", "<Keyboard>/downArrow")
.With("Left", "<Keyboard>/a")
.With("Left", "<Keyboard>/leftArrow")
.With("Right", "<Keyboard>/d")
.With("Right", "<Keyboard>/rightArrow");
}
if (lookAction == null)
{
lookAction = new InputAction("Look", InputActionType.Value, expectedControlType: "Vector2");
lookAction.AddBinding("<Mouse>/delta");
}
if (jumpAction == null)
{
jumpAction = new InputAction("Jump", InputActionType.Button);
jumpAction.AddBinding("<Keyboard>/space");
}
if (runAction == null)
{
runAction = new InputAction("Run", InputActionType.Button);
runAction.AddBinding("<Keyboard>/leftShift");
}
}
private void OnEnable()
{
if (moveAction == null) Awake();
moveAction.performed += OnMove;
moveAction.canceled += OnMove;
lookAction.performed += OnLook;
lookAction.canceled += OnLook;
runAction.performed += OnRun;
runAction.canceled += OnRun;
jumpAction.performed += OnJump;
moveAction.Enable();
lookAction.Enable();
jumpAction.Enable();
runAction.Enable();
}
private void OnDisable()
{
if (moveAction != null)
{
moveAction.performed -= OnMove;
moveAction.canceled -= OnMove;
moveAction.Disable();
}
if (lookAction != null)
{
lookAction.performed -= OnLook;
lookAction.canceled -= OnLook;
lookAction.Disable();
}
if (jumpAction != null)
{
jumpAction.performed -= OnJump;
jumpAction.Disable();
}
if (runAction != null)
{
runAction.performed -= OnRun;
runAction.canceled -= OnRun;
runAction.Disable();
}
ResetInputs();
}
private void OnDestroy()
{
moveAction?.Dispose();
lookAction?.Dispose();
jumpAction?.Dispose();
runAction?.Dispose();
}
// callbacks
private void OnMove(InputAction.CallbackContext context)
{
if (BlockInput) Move = Vector2.zero;
else Move = context.ReadValue<Vector2>();
}
private void OnLook(InputAction.CallbackContext context)
{
if (BlockInput) Look = Vector2.zero;
else Look = context.ReadValue<Vector2>();
}
private void OnRun(InputAction.CallbackContext context)
{
if (BlockInput) RunHeld = false;
else RunHeld = context.ReadValueAsButton();
}
private void OnJump(InputAction.CallbackContext context)
{
if (!BlockInput) JumpPressed = true;
}
// helpers
public bool ConsumeJump()
{
if (!JumpPressed) return false;
JumpPressed = false;
return true;
}
/// <summary>
/// clear cached input state useful when disabling input to avoid stuck input when keys are held
/// </summary>
public void ResetInputs()
{
Move = Vector2.zero;
Look = Vector2.zero;
RunHeld = false;
JumpPressed = false;
}
}