176 lines
4.9 KiB
C#
176 lines
4.9 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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#if UNITY_EDITOR
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using NWH.NUI;
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using NWH.DWP2.ShipController;
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using UnityEditor;
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#endif
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#endregion
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namespace NWH.DWP2.ShipController
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{
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/// <summary>
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/// Ship input provider for Unity's new Input System.
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/// Uses ShipInputActions asset for input binding configuration.
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/// Supports keyboard, gamepad, and custom input devices through the Input System.
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/// Input bindings can be modified by editing the ShipInputActions asset.
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/// </summary>
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public class InputSystemShipInputProvider : ShipInputProvider
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{
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/// <summary>
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/// Input action asset containing all ship control bindings.
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/// </summary>
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public ShipInputActions shipInputActions;
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private float _bowThruster;
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private float _rotateSail;
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private float _steering;
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private float _sternThruster;
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private float _submarineDepth;
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private float _throttle;
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private float _throttle2;
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private float _throttle3;
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private float _throttle4;
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public new void Awake()
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{
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base.Awake();
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shipInputActions = new ShipInputActions();
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shipInputActions.Enable();
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}
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public void Update()
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{
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_steering = shipInputActions.ShipControls.Steering.ReadValue<float>();
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_throttle = shipInputActions.ShipControls.Throttle.ReadValue<float>();
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_throttle2 = shipInputActions.ShipControls.Throttle2.ReadValue<float>();
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_throttle3 = shipInputActions.ShipControls.Throttle3.ReadValue<float>();
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_throttle4 = shipInputActions.ShipControls.Throttle4.ReadValue<float>();
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_bowThruster = shipInputActions.ShipControls.BowThruster.ReadValue<float>();
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_sternThruster = shipInputActions.ShipControls.SternThruster.ReadValue<float>();
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_rotateSail = shipInputActions.ShipControls.RotateSail.ReadValue<float>();
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_submarineDepth = shipInputActions.ShipControls.SubmarineDepth.ReadValue<float>();
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}
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// Ship bindings
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public override float Throttle()
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{
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return _throttle;
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}
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public override float Throttle2()
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{
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return _throttle2;
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}
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public override float Throttle3()
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{
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return _throttle3;
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}
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public override float Throttle4()
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{
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return _throttle4;
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}
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public override float Steering()
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{
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return _steering;
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}
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public override float BowThruster()
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{
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return _bowThruster;
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}
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public override float SternThruster()
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{
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return _sternThruster;
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}
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public override float SubmarineDepth()
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{
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return _submarineDepth;
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}
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public override bool EngineStartStop()
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{
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return shipInputActions.ShipControls.EngineStartStop.triggered;
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}
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public override bool Anchor()
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{
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return shipInputActions.ShipControls.Anchor.triggered;
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}
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public override float RotateSail()
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{
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return _rotateSail;
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}
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public override Vector2 DragObjectPosition()
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{
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return Vector2.zero;
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}
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public override bool DragObjectModifier()
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{
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return false;
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}
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}
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}
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#if UNITY_EDITOR
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namespace NWH.DWP2.ShipController
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{
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[CustomEditor(typeof(InputSystemShipInputProvider))]
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public class InputSystemShipInputProviderEditor : DWP2NUIEditor
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{
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public override bool OnInspectorNUI()
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{
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if (!base.OnInspectorNUI())
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{
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return false;
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}
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drawer.Info("Input settings for Unity's new input system can be changed by modifying 'ShipInputActions' " +
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"file (double click on it to open).");
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drawer.EndEditor(this);
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return true;
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}
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public override bool UseDefaultMargins()
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{
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return false;
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}
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}
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}
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#endif |