InputManager.cs 3.1 KB

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  1. using UnityEngine;
  2. using WS;
  3. using static InputActions;
  4. using static UnityEngine.InputSystem.InputAction;
  5. [ObjectSystem]
  6. public class InputManagerAwakeSystem : AwakeSystem<InputManager>
  7. {
  8. public override void Awake(InputManager self)
  9. {
  10. self.Awake();
  11. }
  12. }
  13. [ObjectSystem]
  14. public class InputManagerUpdateSyste : UpdateSystem<InputManager>
  15. {
  16. public override void Update(InputManager self)
  17. {
  18. self.Update();
  19. }
  20. }
  21. ///<summary>ÊäÈë¹ÜÀíÆ÷</summary>
  22. public class InputManager : SingleComponent<InputManager>
  23. {
  24. /// <summary>VRµã»÷</summary>
  25. public bool triggerPressed;
  26. public Vector2 moveInput;
  27. public Vector3 cameraPos;
  28. public Quaternion cameraRot;
  29. public Vector3 pointPos;
  30. public Quaternion pointRot;
  31. public PlayerActions player;
  32. public CameraActions camera;
  33. public UIActions ui;
  34. public void Awake()
  35. {
  36. RegisterInputEvent();
  37. }
  38. public void Update() { }
  39. private void RegisterInputEvent()
  40. {
  41. var input = new InputActions();
  42. player = input.Player;
  43. camera = input.Camera;
  44. ui = input.UI;
  45. player.Enable();
  46. camera.Enable();
  47. ui.Enable();
  48. player.Move.started += PlayerMoveStarted;
  49. player.Move.performed += PlayerMovePerformed;
  50. player.Move.canceled += PlayerMoveCanceled;
  51. camera.Pos.started += CameraPosStarted;
  52. camera.Pos.performed += CameraPosPerformed;
  53. camera.Pos.canceled += CameraPosCanceled;
  54. camera.Rot.started += CameraRotStarted;
  55. camera.Rot.performed += CameraRotPerformed;
  56. camera.Rot.canceled += CameraRotCanceled;
  57. ui.Click.started += UIClickStarted;
  58. ui.Click.performed += UIClickPerformed;
  59. ui.Click.canceled += UIClickCanceled;
  60. }
  61. private void PlayerMoveStarted(CallbackContext obj)
  62. {
  63. moveInput = obj.ReadValue<Vector2>();
  64. }
  65. private void PlayerMovePerformed(CallbackContext obj)
  66. {
  67. moveInput = obj.ReadValue<Vector2>();
  68. }
  69. private void PlayerMoveCanceled(CallbackContext obj)
  70. {
  71. moveInput = obj.ReadValue<Vector2>();
  72. }
  73. private void CameraPosStarted(CallbackContext obj)
  74. {
  75. cameraPos = obj.ReadValue<Vector3>();
  76. }
  77. private void CameraPosPerformed(CallbackContext obj)
  78. {
  79. cameraPos = obj.ReadValue<Vector3>();
  80. }
  81. private void CameraPosCanceled(CallbackContext obj)
  82. {
  83. cameraPos = obj.ReadValue<Vector3>();
  84. }
  85. private void CameraRotStarted(CallbackContext obj)
  86. {
  87. cameraRot = obj.ReadValue<Quaternion>();
  88. }
  89. private void CameraRotPerformed(CallbackContext obj)
  90. {
  91. cameraRot = obj.ReadValue<Quaternion>();
  92. }
  93. private void CameraRotCanceled(CallbackContext obj)
  94. {
  95. cameraRot = obj.ReadValue<Quaternion>();
  96. }
  97. private void UIClickStarted(CallbackContext obj)
  98. {
  99. triggerPressed = obj.ReadValue<bool>();
  100. }
  101. private void UIClickPerformed(CallbackContext obj)
  102. {
  103. triggerPressed = obj.ReadValue<bool>();
  104. }
  105. private void UIClickCanceled(CallbackContext obj)
  106. {
  107. triggerPressed = obj.ReadValue<bool>();
  108. }
  109. }