117 lines
3.7 KiB
C#
117 lines
3.7 KiB
C#
// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#region
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using UnityEngine;
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#endregion
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namespace NWH.Common.Input
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{
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/// <summary>
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/// InputProvider for scene and camera related behavior.
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/// </summary>
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public abstract class SceneInputProviderBase : InputProvider
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{
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/// <summary>
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/// If true a button press will be required to unlock camera panning.
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/// </summary>
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[Tooltip(" If true a button press will be required to unlock camera panning.")]
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public bool requireCameraPanningModifier = true;
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/// <summary>
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/// If true a button press will be required to unlock camera rotation.
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/// </summary>
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[Tooltip(" If true a button press will be required to unlock camera rotation.")]
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public bool requireCameraRotationModifier = true;
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/// <summary>
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/// Returns true when the change camera button is pressed.
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/// </summary>
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public virtual bool ChangeCamera()
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{
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return false;
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}
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/// <summary>
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/// Returns camera rotation input as a Vector2 (x = horizontal, y = vertical).
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/// </summary>
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public virtual Vector2 CameraRotation()
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{
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return Vector2.zero;
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}
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/// <summary>
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/// Returns camera panning input as a Vector2 (x = horizontal, y = vertical).
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/// </summary>
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public virtual Vector2 CameraPanning()
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{
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return Vector2.zero;
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}
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/// <summary>
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/// Returns true when the camera rotation modifier button is held.
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/// If requireCameraRotationModifier is false, always returns true.
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/// </summary>
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public virtual bool CameraRotationModifier()
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{
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return !requireCameraRotationModifier;
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}
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/// <summary>
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/// Returns true when the camera panning modifier button is held.
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/// If requireCameraPanningModifier is false, always returns true.
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/// </summary>
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public virtual bool CameraPanningModifier()
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{
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return !requireCameraPanningModifier;
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}
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/// <summary>
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/// Returns camera zoom input value. Positive = zoom in, negative = zoom out.
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/// </summary>
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public virtual float CameraZoom()
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{
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return 0;
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}
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/// <summary>
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/// Returns true when the change vehicle button is pressed.
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/// </summary>
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public virtual bool ChangeVehicle()
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{
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return false;
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}
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/// <summary>
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/// Returns character movement input as a Vector2 (x = horizontal, y = forward/back).
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/// </summary>
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public virtual Vector2 CharacterMovement()
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{
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return Vector2.zero;
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}
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/// <summary>
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/// Returns true when the toggle GUI button is pressed.
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/// </summary>
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public virtual bool ToggleGUI()
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{
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return false;
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}
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}
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} |