73 lines
2.1 KiB
C#
73 lines
2.1 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 class PlayerInputState
|
|
{
|
|
public BufferedInput Jump;
|
|
public BufferedInput Blink;
|
|
public BufferedInput Use;
|
|
public CameraRelativeInput Move;
|
|
public Vector2 Look;
|
|
public float MoveRotation;
|
|
|
|
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer )
|
|
{
|
|
Jump = new BufferedInput( jumpBuffer );
|
|
Blink = new BufferedInput( blinkBuffer );
|
|
Use = new BufferedInput( useBuffer );
|
|
Move = new CameraRelativeInput();
|
|
Look = Vector2.zero;
|
|
}
|
|
|
|
public void Update( float deltaTime )
|
|
{
|
|
Jump.Update(deltaTime);
|
|
Blink.Update(deltaTime);
|
|
Use.Update(deltaTime);
|
|
}
|
|
}
|
|
|
|
public PlayerInputState InputState => _state;
|
|
|
|
private PlayerInputState _state;
|
|
|
|
private void Awake()
|
|
{
|
|
_state = new PlayerInputState(
|
|
_inputSettings.JumpBufferTime,
|
|
_inputSettings.BlinkBufferTime,
|
|
_inputSettings.UseBufferTime
|
|
);
|
|
}
|
|
|
|
private void FixedUpdate()
|
|
{
|
|
_state.Update( Time.fixedDeltaTime );
|
|
}
|
|
|
|
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 Blink( InputAction.CallbackContext context )
|
|
=> _state.Blink.Set( context.ReadValueAsButton() );
|
|
|
|
public void Jump( InputAction.CallbackContext context )
|
|
=> _state.Jump.Set( context.ReadValueAsButton() );
|
|
|
|
public void Use( InputAction.CallbackContext context )
|
|
=> _state.Use.Set( context.ReadValueAsButton() );
|
|
} |