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93
Assets/Scripts/Fishing/Player/FPlayer.Input.cs
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93
Assets/Scripts/Fishing/Player/FPlayer.Input.cs
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using NBC;
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using NBF.Utils;
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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 partial class FPlayer
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{
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#region Input
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private void AddInputEvent()
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{
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InputManager.OnPlayerPerformed += OnPlayerCanceled;
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InputManager.OnPlayerPerformed += OnPlayerPerformed;
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InputManager.OnPlayerValueCanceled += OnPlayerValueCanceled;
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InputManager.OnPlayerValuePerformed += OnPlayerValuePerformed;
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}
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private void RemoveInputEvent()
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{
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InputManager.OnPlayerPerformed += OnPlayerCanceled;
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InputManager.OnPlayerPerformed += OnPlayerPerformed;
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InputManager.OnPlayerValueCanceled += OnPlayerValueCanceled;
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InputManager.OnPlayerValuePerformed += OnPlayerValuePerformed;
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}
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private void OnPlayerPerformed(string action)
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{
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if (action == InputDef.Player.Run)
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{
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Data.Run = true;
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}
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}
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private void OnPlayerCanceled(string action)
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{
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if (action == InputDef.Player.Run)
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{
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Data.Run = false;
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}
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else if (action == InputDef.Player.ToBag)
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{
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//取消手持物品
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Log.Info($"取消手持物品");
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Game.Instance.StartCoroutine(UnUseItem());
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}
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else if (action.StartsWith(InputDef.Player.QuickStarts))
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{
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var index = int.Parse(action.Replace(InputDef.Player.QuickStarts, string.Empty));
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Log.Info($"快速使用===={index}");
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var item = RoleModel.Instance.GetSlotItem(index - 1);
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if (item != null)
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{
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Game.Instance.StartCoroutine(UseItem(item));
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}
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}
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}
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private void OnPlayerValueCanceled(InputAction.CallbackContext context)
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{
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var actionName = context.action.name;
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if (actionName == InputDef.Player.Move)
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{
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// var v2 = context.ReadValue<Vector2>();
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Data.MoveInput = Vector2.zero;
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// SendMoveMessage(v2, true);
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}
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}
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private void OnPlayerValuePerformed(InputAction.CallbackContext context)
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{
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// var mapUnit = Parent as MapUnit;
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// Log.Info($"OnPlayerValuePerformed IsSelf={mapUnit.IsSelf()} id={mapUnit.Id}");
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var actionName = context.action.name;
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if (actionName == InputDef.Player.Move)
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{
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var v2 = context.ReadValue<Vector2>();
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Data.MoveInput = v2;
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// SendMoveMessage(v2, false);
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}
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else if (actionName == InputDef.Player.Look)
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{
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var v2 = context.ReadValue<Vector2>();
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// UpdatePlayerRotation(v2);
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}
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}
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#endregion
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}
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}
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