init
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace VOID.Generic.Player.Input
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{
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[DefaultExecutionOrder(1)]
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public class CameraInputManager : MonoBehaviour
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{
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public static CameraInputManager current {get; private set;}
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private Inputs _inputs;
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// Input actions for camera controlling
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public InputAction movement {get; private set;}
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public InputAction movementFaster {get; private set;}
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public InputAction rotatingAndTiltingStart {get; private set;}
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public InputAction rotatingAndTilting {get; private set;}
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public InputAction zooming {get; private set;}
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// States
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public bool isMoving {get; private set;}
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public bool isMovingFaster {get; private set;}
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public bool isRotatingAndTilting {get; private set;}
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public bool isZooming {get; private set;}
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// Deltas
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public Vector2 movementDelta { get; private set; }
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public Vector2 rotateAndTiltDelta { get; private set; }
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public float zoomDelta { get; private set; }
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private void Awake()
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{
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current = this;
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_inputs = new Inputs();
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// CameraMovement
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movement = _inputs.CameraControls.Movement;
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movement.started += _ => isMoving = true;
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movement.performed += _ => OnCameraMovement();
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movement.canceled += _ => isMoving = false;
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// CameraMovementFaster
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movementFaster = _inputs.CameraControls.MovementFaster;
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movementFaster.started += _ => isMovingFaster = true;
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movementFaster.canceled += _ => isMovingFaster = false;
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// CameraRotatingAndTiltingStart
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rotatingAndTiltingStart = _inputs.CameraControls.RotatingAndTiltingStart;
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rotatingAndTiltingStart.started += _ => isRotatingAndTilting = true;
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rotatingAndTiltingStart.canceled += _ => isRotatingAndTilting = false;
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// CameraRotatingAndTilting
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rotatingAndTilting = _inputs.CameraControls.RotatingAndTilting;
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rotatingAndTilting.performed += _ => OnCameraRotateAndTilt();
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// CameraZooming
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zooming = _inputs.CameraControls.Zooming;
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zooming.performed += _ => OnCameraZoom();
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zooming.performed += _ => isZooming = true;
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}
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private void OnEnable()
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{
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movement.Enable();
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movementFaster.Enable();
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rotatingAndTiltingStart.Enable();
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rotatingAndTilting.Enable();
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zooming.Enable();
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}
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private void OnDisable()
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{
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movement.Disable();
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movementFaster.Disable();
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rotatingAndTiltingStart.Disable();
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rotatingAndTilting.Disable();
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zooming.Disable();
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}
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private void FixedUpdate()
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{
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// Reset delta after all ->FixedUpdate()
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isZooming = false;
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if (!isMoving) movementDelta = Vector2.zero;
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rotateAndTiltDelta = Vector2.zero;
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zoomDelta = 0f;
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}
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private void OnCameraMovement() => movementDelta = movement.ReadValue<Vector2>();
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private void OnCameraRotateAndTilt() => rotateAndTiltDelta += rotatingAndTilting.ReadValue<Vector2>();
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private void OnCameraZoom() => zoomDelta += zooming.ReadValue<Vector2>().y;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 63e6969e576443818d870e9cc367f015
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timeCreated: 1687555087
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@@ -0,0 +1,44 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace VOID.Generic.Player.Input
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{
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[DefaultExecutionOrder(1)]
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public class CastingInputManager : MonoBehaviour
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{
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public static CastingInputManager current {get; private set;}
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private Inputs _inputs;
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// Input actions for player controlling
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public InputAction confirm {get; private set;}
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public InputAction cancel {get; private set;}
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private void Awake()
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{
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current = this;
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_inputs = new Inputs();
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// PlayerDefaultUse
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confirm = _inputs.CastingControls.Confirm;
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cancel = _inputs.CastingControls.Cancel;
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}
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private void Start()
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{
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enabled = false;
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}
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private void OnEnable()
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{
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confirm.Enable();
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cancel.Enable();
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}
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private void OnDisable()
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{
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confirm.Disable();
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cancel.Disable();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1386fc5960bb4b0ebdc9d5ac0de3cdfb
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timeCreated: 1687556100
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@@ -0,0 +1,136 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Interactions;
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using UnityEngine.UIElements;
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using VOID.UserInterface;
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namespace VOID.Generic.Player.Input
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{
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[DefaultExecutionOrder(1)]
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public class PlayerInputManager : MonoBehaviour
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{
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public static PlayerInputManager current { get; private set; }
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private Inputs _inputs;
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// Input actions for player controlling
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private InputAction _defaultUse;
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private InputAction _contextUse;
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private InputAction _defaultUseOnUI;
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private InputAction _forceAttack;
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private InputAction _forceMove;
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private InputAction _dragging;
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private InputAction _highlight;
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// Events
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public event Action OnDefaultUse;
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public event Action OnContextUse;
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public event Action<Vector2, List<VisualElement>> OnDefaultUseUI;
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public event Action<Vector2, List<VisualElement>> OnDefaultAlternateUseUI;
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public event Action OnForceAttackStart;
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public event Action OnForceAttackEnd;
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public event Action OnForceMoveStart;
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public event Action OnForceMoveEnd;
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public event Action OnDraggingPrepare;
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public event Action OnDraggingStart;
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public event Action OnDraggingEnd;
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public event Action OnHighlightStart;
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public event Action OnHighlightEnd;
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// States
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public bool isForceAttack { get; private set; }
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public bool isForceMove { get; private set; }
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public bool isDragging { get; private set; }
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public bool isHighlight { get; private set; }
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// Cache - position and VisualElement when clicking on UI started
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private Vector2 _cursorPositionOnUI;
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private List<VisualElement> _elementsUnderCursor;
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private void Awake()
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{
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current = this;
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_inputs = new Inputs();
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// Default on SCENE
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_defaultUse = _inputs.PlayerControls.DefaultUse;
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_defaultUse.performed += _ => OnDefaultUse?.Invoke();
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// Context on SCENE
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_contextUse = _inputs.PlayerControls.ContextUse;
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_contextUse.performed += _ => OnContextUse?.Invoke();
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// Default on UI (or alternate default)
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_defaultUseOnUI = _inputs.PlayerControls.DefaultUseOnUI;
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_defaultUseOnUI.started += callback =>
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{
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if (callback.interaction is not MultiTapInteraction) return;
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_cursorPositionOnUI = default;
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_elementsUnderCursor = default;
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if (GameUI.current.isCursorOverUI == false) return;
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_cursorPositionOnUI = GameUI.current.cursorPositionOnUI;
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_elementsUnderCursor = GameUI.current.elementsUnderCursor.ToList();
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};
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_defaultUseOnUI.performed += callback =>
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{
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if (_cursorPositionOnUI == default) return;
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if (callback.interaction is MultiTapInteraction) OnDefaultUseUI?.Invoke(_cursorPositionOnUI, _elementsUnderCursor);
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else OnDefaultAlternateUseUI?.Invoke(_cursorPositionOnUI, _elementsUnderCursor);
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};
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// PlayerForceAttack
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_forceAttack = _inputs.PlayerControls.ForceAttack;
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_forceAttack.started += _ => isForceAttack = true;
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_forceAttack.started += _ => OnForceAttackStart?.Invoke();
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_forceAttack.canceled += _ => isForceAttack = false;
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_forceAttack.canceled += _ => OnForceAttackEnd?.Invoke();
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// PlayerForceMove
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_forceMove = _inputs.PlayerControls.ForceMove;
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_forceMove.started += _ => isForceMove = true;
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_forceMove.started += _ => OnForceMoveStart?.Invoke();
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_forceMove.canceled += _ => isForceMove = false;
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_forceMove.canceled += _ => OnForceMoveEnd?.Invoke();
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// PlayerDragging
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_dragging = _inputs.PlayerControls.Dragging;
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_dragging.started += _ => isDragging = true;
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_dragging.started += _ => OnDraggingPrepare?.Invoke();
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_dragging.performed += _ => OnDraggingStart?.Invoke();
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_dragging.canceled += _ => isDragging = false;
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_dragging.canceled += _ => OnDraggingEnd?.Invoke();
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// Highlight
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_highlight = _inputs.PlayerControls.Highlight;
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_highlight.started += _ => isHighlight = true;
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_highlight.started += _ => OnHighlightStart?.Invoke();
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_highlight.canceled += _ => isHighlight = false;
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_highlight.canceled += _ => OnHighlightEnd?.Invoke();
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}
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private void OnEnable()
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{
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_defaultUse.Enable();
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_defaultUseOnUI.Enable();
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_contextUse.Enable();
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_forceAttack.Enable();
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_forceMove.Enable();
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_dragging.Enable();
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_highlight.Enable();
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}
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private void OnDisable()
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{
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_defaultUse.Disable();
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_defaultUseOnUI.Disable();
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_contextUse.Disable();
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_forceAttack.Disable();
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_forceMove.Disable();
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_dragging.Disable();
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_highlight.Disable();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3950a7fded2c3564ca37845076f8c112
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,161 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace VOID.Generic.Player.Input
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{
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[DefaultExecutionOrder(1)]
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public class ShortcutsInputManager : MonoBehaviour
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{
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public static ShortcutsInputManager current {get; private set;}
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private Inputs _inputs;
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public InputAction menu {get; private set;}
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public InputAction inventory {get; private set;}
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public InputAction equipment {get; private set;}
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public InputAction abilityBook {get; private set;}
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public InputAction logBook {get; private set;}
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public InputAction map {get; private set;}
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public InputAction actionBarNext {get; private set;}
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public InputAction actionBarPrevious {get; private set;}
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public InputAction actionBarSlot1 {get; private set;}
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public InputAction actionBarSlot2 {get; private set;}
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public InputAction actionBarSlot3 {get; private set;}
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public InputAction actionBarSlot4 {get; private set;}
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public InputAction actionBarSlot5 {get; private set;}
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public InputAction actionBarSlot6 {get; private set;}
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public InputAction actionBarSlot7 {get; private set;}
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public InputAction actionBarSlot8 {get; private set;}
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public InputAction actionBarSlot9 {get; private set;}
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public InputAction actionBarSlot10 {get; private set;}
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public InputAction actionBarSlot11 {get; private set;}
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public InputAction actionBarSlot12 {get; private set;}
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public InputAction actionBarSlot13 {get; private set;}
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public InputAction actionBarSlot14 {get; private set;}
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public InputAction actionBarSlot15 {get; private set;}
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public InputAction actionBarSlot16 {get; private set;}
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public InputAction actionBarSlot17 {get; private set;}
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public InputAction actionBarSlot18 {get; private set;}
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public InputAction actionBarSlot19 {get; private set;}
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public InputAction actionBarSlot20 {get; private set;}
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public InputAction actionBarSlot21 {get; private set;}
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public InputAction actionBarSlot22 {get; private set;}
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public InputAction actionBarSlot23 {get; private set;}
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public InputAction actionBarSlot24 {get; private set;}
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public InputAction actionBarSlot25 {get; private set;}
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private void Awake()
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{
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current = this;
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_inputs = new Inputs();
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menu = _inputs.ShortcutsControls.Menu;
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inventory = _inputs.ShortcutsControls.Inventory;
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equipment = _inputs.ShortcutsControls.Equipment;
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abilityBook = _inputs.ShortcutsControls.AbilityBook;
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logBook = _inputs.ShortcutsControls.LogBook;
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map = _inputs.ShortcutsControls.Map;
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actionBarNext = _inputs.ShortcutsControls.ActionBarNext;
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actionBarPrevious = _inputs.ShortcutsControls.ActionBarPrevious;
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actionBarSlot1 = _inputs.ShortcutsControls.ActionBarSlot1;
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actionBarSlot2 = _inputs.ShortcutsControls.ActionBarSlot2;
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actionBarSlot3 = _inputs.ShortcutsControls.ActionBarSlot3;
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actionBarSlot4 = _inputs.ShortcutsControls.ActionBarSlot4;
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actionBarSlot5 = _inputs.ShortcutsControls.ActionBarSlot5;
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actionBarSlot6 = _inputs.ShortcutsControls.ActionBarSlot6;
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actionBarSlot7 = _inputs.ShortcutsControls.ActionBarSlot7;
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actionBarSlot8 = _inputs.ShortcutsControls.ActionBarSlot8;
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actionBarSlot9 = _inputs.ShortcutsControls.ActionBarSlot9;
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actionBarSlot10 = _inputs.ShortcutsControls.ActionBarSlot10;
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actionBarSlot11 = _inputs.ShortcutsControls.ActionBarSlot11;
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actionBarSlot12 = _inputs.ShortcutsControls.ActionBarSlot12;
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actionBarSlot13 = _inputs.ShortcutsControls.ActionBarSlot13;
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actionBarSlot14 = _inputs.ShortcutsControls.ActionBarSlot14;
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actionBarSlot15 = _inputs.ShortcutsControls.ActionBarSlot15;
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actionBarSlot16 = _inputs.ShortcutsControls.ActionBarSlot16;
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actionBarSlot17 = _inputs.ShortcutsControls.ActionBarSlot17;
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actionBarSlot18 = _inputs.ShortcutsControls.ActionBarSlot18;
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actionBarSlot19 = _inputs.ShortcutsControls.ActionBarSlot19;
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actionBarSlot20 = _inputs.ShortcutsControls.ActionBarSlot20;
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actionBarSlot21 = _inputs.ShortcutsControls.ActionBarSlot21;
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actionBarSlot22 = _inputs.ShortcutsControls.ActionBarSlot22;
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actionBarSlot23 = _inputs.ShortcutsControls.ActionBarSlot23;
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actionBarSlot24 = _inputs.ShortcutsControls.ActionBarSlot24;
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actionBarSlot25 = _inputs.ShortcutsControls.ActionBarSlot25;
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}
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private void OnEnable()
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{
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menu.Enable();
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inventory.Enable();
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equipment.Enable();
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abilityBook.Enable();
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logBook.Enable();
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map.Enable();
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actionBarNext.Enable();
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actionBarPrevious.Enable();
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actionBarSlot1.Enable();
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actionBarSlot2.Enable();
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actionBarSlot3.Enable();
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actionBarSlot4.Enable();
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actionBarSlot5.Enable();
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actionBarSlot6.Enable();
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actionBarSlot7.Enable();
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actionBarSlot8.Enable();
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actionBarSlot9.Enable();
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actionBarSlot10.Enable();
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actionBarSlot11.Enable();
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actionBarSlot12.Enable();
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actionBarSlot13.Enable();
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actionBarSlot14.Enable();
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actionBarSlot15.Enable();
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actionBarSlot16.Enable();
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actionBarSlot17.Enable();
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actionBarSlot18.Enable();
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actionBarSlot19.Enable();
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actionBarSlot20.Enable();
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actionBarSlot21.Enable();
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actionBarSlot22.Enable();
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actionBarSlot23.Enable();
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actionBarSlot24.Enable();
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actionBarSlot25.Enable();
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}
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private void OnDisable()
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{
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menu.Disable();
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inventory.Disable();
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equipment.Disable();
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abilityBook.Disable();
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logBook.Disable();
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map.Disable();
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actionBarNext.Disable();
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actionBarPrevious.Disable();
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actionBarSlot1.Disable();
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actionBarSlot2.Disable();
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actionBarSlot3.Disable();
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actionBarSlot4.Disable();
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actionBarSlot5.Disable();
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actionBarSlot6.Disable();
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actionBarSlot7.Disable();
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actionBarSlot8.Disable();
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actionBarSlot9.Disable();
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actionBarSlot10.Disable();
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actionBarSlot11.Disable();
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actionBarSlot12.Disable();
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actionBarSlot13.Disable();
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actionBarSlot14.Disable();
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actionBarSlot15.Disable();
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actionBarSlot16.Disable();
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actionBarSlot17.Disable();
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actionBarSlot18.Disable();
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actionBarSlot19.Disable();
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actionBarSlot20.Disable();
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actionBarSlot21.Disable();
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actionBarSlot22.Disable();
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actionBarSlot23.Disable();
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actionBarSlot24.Disable();
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actionBarSlot25.Disable();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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||||
guid: 881ccd9f9ac640ffaeb8aea0c2681d12
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||||
timeCreated: 1672335764
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Reference in New Issue
Block a user