input相关
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46
Assets/Scripts/Common/Input/InputCursorExtension.cs
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46
Assets/Scripts/Common/Input/InputCursorExtension.cs
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using NBC;
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namespace NBF
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{
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public static class InputCursorExtension
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{
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public static void InputInit()
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{
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UI.Inst.On(UIEvents.UIShow, UIShow, null, 1);
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UI.Inst.On(UIEvents.UIHide, UIHide, null, 1);
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}
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public static void Dispose()
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{
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}
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private static void UIShow(EventArgs ev)
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{
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CheckUICursor();
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}
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private static void UIHide(EventArgs ev)
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{
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CheckUICursor();
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}
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private static void CheckUICursor()
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{
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var uis = UI.Inst.GetAllUI();
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bool showCursor = false;
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foreach (var ui in uis)
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{
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if (!ui.IsShowing) continue;
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if (ui.IsShowCursor)
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{
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showCursor = true;
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break;
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}
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}
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Log.Error($"showCursor={showCursor}");
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InputManager.IsUIStopInput = showCursor;
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InputManager.SetMouseCursor(showCursor);
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}
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}
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}
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3
Assets/Scripts/Common/Input/InputCursorExtension.cs.meta
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3
Assets/Scripts/Common/Input/InputCursorExtension.cs.meta
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fileFormatVersion: 2
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guid: 0644b8eb12e44351ab75b467f90d4c32
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timeCreated: 1748185434
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209
Assets/Scripts/Common/Input/InputManager.cs
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209
Assets/Scripts/Common/Input/InputManager.cs
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using System;
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using System.Runtime.InteropServices;
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using NBC;
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// using Rewired;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace NBF
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{
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public enum ControllerType
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{
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KeyboardMouse = 0,
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GamePad = 1
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}
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public class InputManager : MonoBehaviour
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{
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public static InputManager Instance { get; private set; }
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public static bool IsOp1;
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public static bool IsOp2;
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public static event Action<bool> OnOp1Action;
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public static event Action<bool> OnOp2Action;
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/// <summary>
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/// 执行输入事件
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/// </summary>
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public static event Action<string> OnUIPerformed;
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/// <summary>
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/// 执行输入事件完毕
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/// </summary>
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public static event Action<string> OnUICanceled;
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/// <summary>
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/// 执行输入事件
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/// </summary>
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public static event Action<string> OnPlayerPerformed;
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/// <summary>
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/// 执行输入事件完毕
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/// </summary>
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public static event Action<string> OnPlayerCanceled;
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/// <summary>
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/// 触发交互游戏对象
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/// </summary>
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public static event Action<InteractiveObject> OnInteractiveObjectAction;
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public static PlayerInputControl PlayerInputControl { get; private set; }
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/// <summary>
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/// 手柄输入
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/// </summary>
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public static bool IsControllerInput;
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/// <summary>
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/// ui阻止游戏输入
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/// </summary>
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public static bool IsUIStopInput;
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public static ControllerType ControllerType = ControllerType.KeyboardMouse;
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private void Awake()
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{
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Instance = this;
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InputCursorExtension.InputInit();
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DontDestroyOnLoad(gameObject);
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}
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private void Start()
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{
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PlayerInputControl = new PlayerInputControl();
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PlayerInputControl.Enable();
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AddEvent();
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}
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private void OnDestroy()
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{
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RemoveEvent();
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InputCursorExtension.Dispose();
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}
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public static void SetMouseCursor(bool val)
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{
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if (val)
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{
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if (ControllerType == ControllerType.KeyboardMouse)
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{
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Cursor.visible = true;
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}
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Cursor.lockState = CursorLockMode.None;
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}
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else if (ControllerType == ControllerType.KeyboardMouse)
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{
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Cursor.visible = false;
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}
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Cursor.visible = val;
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if (!val)
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{
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Cursor.lockState = CursorLockMode.Confined;
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}
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}
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public static Vector2 GetMovementInput()
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{
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if (IsUIStopInput) return Vector2.zero;
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return PlayerInputControl.Player.Move?.ReadValue<Vector2>() ?? Vector2.zero;
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}
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public static Vector2 GetLookInput()
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{
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if (IsUIStopInput) return Vector2.zero;
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return PlayerInputControl.Player.Look?.ReadValue<Vector2>() ?? Vector2.zero;
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}
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private void AddEvent()
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{
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foreach (var actionMap in PlayerInputControl.asset.actionMaps)
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{
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actionMap.Enable();
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if (actionMap.name == "UI")
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{
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foreach (var action in actionMap.actions)
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{
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if (action.type == InputActionType.Button)
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{
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action.performed += OnUIButtonPerformed;
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action.canceled += OnUIButtonCanceled;
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}
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}
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}
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else if (actionMap.name == "Player")
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{
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foreach (var action in actionMap.actions)
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{
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if (action.type == InputActionType.Button)
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{
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action.performed += OnPlayerButtonPerformed;
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action.canceled += OnPlayerButtonCanceled;
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}
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}
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}
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}
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}
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private void RemoveEvent()
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{
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OnUIPerformed = null;
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OnUICanceled = null;
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OnPlayerPerformed = null;
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OnPlayerCanceled = null;
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}
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private void OnUIButtonPerformed(InputAction.CallbackContext context)
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{
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OnUIPerformed?.Invoke(context.action.name);
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}
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private void OnUIButtonCanceled(InputAction.CallbackContext context)
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{
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OnUICanceled?.Invoke(context.action.name);
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}
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private void OnPlayerButtonPerformed(InputAction.CallbackContext context)
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{
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if (IsUIStopInput) return;
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var actionName = context.action.name;
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if (actionName == "Op1")
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{
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OnOp1Action?.Invoke(true);
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}
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else if (actionName == "Op2")
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{
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OnOp2Action?.Invoke(true);
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}
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OnPlayerPerformed?.Invoke(actionName);
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}
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private void OnPlayerButtonCanceled(InputAction.CallbackContext context)
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{
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if (IsUIStopInput) return;
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var actionName = context.action.name;
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if (actionName == "Op1")
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{
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OnOp1Action?.Invoke(false);
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}
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else if (actionName == "Op2")
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{
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OnOp2Action?.Invoke(false);
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}
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OnPlayerCanceled?.Invoke(actionName);
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}
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public void OnInteractiveObject(InteractiveObject interactiveObject)
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{
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Debug.LogError($"OnInteractiveObject {interactiveObject != null}");
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OnInteractiveObjectAction?.Invoke(interactiveObject);
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}
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}
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}
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3
Assets/Scripts/Common/Input/InputManager.cs.meta
Normal file
3
Assets/Scripts/Common/Input/InputManager.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: fecc50928be248b896f6ee0a17e7b76d
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timeCreated: 1746892722
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