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