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2026-02-27 17:44:21 +08:00

134 lines
5.5 KiB
C#

// ╔════════════════════════════════════════════════════════════════╗
// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
// ║ Licensed under Unity Asset Store Terms of Service: ║
// ║ https://unity.com/legal/as-terms ║
// ║ Use permitted only in compliance with the License. ║
// ║ Distributed "AS IS", without warranty of any kind. ║
// ╚════════════════════════════════════════════════════════════════╝
#region
using UnityEngine;
#endregion
namespace NWH.Common.Input
{
/// <summary>
/// Utility methods for safe input retrieval with automatic fallback to default keys.
/// Prevents errors when Input Manager bindings are missing.
/// </summary>
public class InputUtils
{
private static int _warningCount;
/// <summary>
/// Attempts to retrieve button state from Input Manager, falls back to KeyCode if binding is missing.
/// </summary>
/// <param name="buttonName">Input Manager button name to query.</param>
/// <param name="altKey">Fallback KeyCode to use if binding is missing.</param>
/// <param name="showWarning">Display warning message when falling back to default key.</param>
/// <returns>True if button is currently held down.</returns>
public static bool TryGetButton(string buttonName, KeyCode altKey, bool showWarning = true)
{
try
{
return UnityEngine.Input.GetButton(buttonName);
}
catch
{
// Make sure warning is not spammed as some users tend to ignore the warning and never set up the input,
// resulting in bad performance in editor.
if (_warningCount < 100 && showWarning)
{
Debug.LogWarning(buttonName +
" input binding missing, falling back to default. Check Input section in manual for more info.");
_warningCount++;
}
return UnityEngine.Input.GetKey(altKey);
}
}
/// <summary>
/// Attempts to retrieve button press from Input Manager, falls back to KeyCode if binding is missing.
/// </summary>
/// <param name="buttonName">Input Manager button name to query.</param>
/// <param name="altKey">Fallback KeyCode to use if binding is missing.</param>
/// <param name="showWarning">Display warning message when falling back to default key.</param>
/// <returns>True on the frame the button was pressed.</returns>
public static bool TryGetButtonDown(string buttonName, KeyCode altKey, bool showWarning = true)
{
try
{
return UnityEngine.Input.GetButtonDown(buttonName);
}
catch
{
if (_warningCount < 100 && showWarning)
{
Debug.LogWarning(buttonName +
" input binding missing, falling back to default. Check Input section in manual for more info.");
_warningCount++;
}
return UnityEngine.Input.GetKeyDown(altKey);
}
}
/// <summary>
/// Attempts to retrieve axis value from Input Manager, returns 0 if binding is missing.
/// </summary>
/// <param name="axisName">Input Manager axis name to query.</param>
/// <param name="showWarning">Display warning message when axis is missing.</param>
/// <returns>Axis value between -1 and 1, or 0 if binding is missing.</returns>
public static float TryGetAxis(string axisName, bool showWarning = true)
{
try
{
return UnityEngine.Input.GetAxis(axisName);
}
catch
{
if (_warningCount < 100 && showWarning)
{
Debug.LogWarning(axisName +
" input binding missing. Check Input section in manual for more info.");
_warningCount++;
}
}
return 0;
}
/// <summary>
/// Attempts to retrieve raw axis value from Input Manager, returns 0 if binding is missing.
/// Raw axes return only -1, 0, or 1 without smoothing.
/// </summary>
/// <param name="axisName">Input Manager axis name to query.</param>
/// <param name="showWarning">Display warning message when axis is missing.</param>
/// <returns>Raw axis value (-1, 0, or 1), or 0 if binding is missing.</returns>
public static float TryGetAxisRaw(string axisName, bool showWarning = true)
{
try
{
return UnityEngine.Input.GetAxisRaw(axisName);
}
catch
{
if (_warningCount < 100 && showWarning)
{
Debug.LogWarning(axisName +
" input binding missing. Check Input section in manual for more info.");
_warningCount++;
}
}
return 0;
}
}
}