revival/game/Assets/Scripts/Player/PlayerInputHandler.cs

57 lines
1.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerInputHandler : MonoBehaviour
{
[SerializeField]
private PlayerInputSettings _inputSettings;
public struct PlayerInputState
{
public BufferedInput Jump;
public BufferedInput Use;
public CameraRelativeInput Move;
public Vector2 Look;
public float MoveRotation;
}
public PlayerInputState InputState => _state;
private PlayerInputState _state;
private void Awake()
{
_state = new PlayerInputState();
_state.Jump = new BufferedInput( _inputSettings.JumpBufferTime );
_state.Use = new BufferedInput( _inputSettings.UseBufferTime );
_state.Move = new CameraRelativeInput();
_state.Look = Vector2.zero;
}
private void FixedUpdate()
{
float deltaTime = Time.fixedDeltaTime;
_state.Jump.Update( deltaTime );
_state.Use.Update( deltaTime );
}
public void SetCameraRotation( float angle )
=> _state.Move.SetAngle( angle );
public void Look( InputAction.CallbackContext context )
=> _state.Look = context.ReadValue<Vector2>();
public void Move( InputAction.CallbackContext context )
=> _state.Move.SetValue( context.ReadValue<Vector2>() );
public void Jump( InputAction.CallbackContext context )
=> _state.Jump.Set( context.ReadValue<float>() > 0.5f );
public void Use( InputAction.CallbackContext context )
=> _state.Use.Set( context.ReadValue<float>() > 0.5f );
}