Files
BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Input/UnityInput.cs
2026-06-18 03:04:52 +07:00

222 lines
7.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using Opsive.UltimateCharacterController.Input.VirtualControls;
namespace Opsive.UltimateCharacterController.Input
{
public class UnityInput : PlayerInput
{
[Header("New Input System Settings")]
[Tooltip("The Input Action Asset containing your mappings.")]
[SerializeField] private InputActionAsset m_InputAsset;
[Tooltip("The name of the Action Map to use (e.g., 'Player' or 'Gameplay').")]
[SerializeField] private string m_ActionMapName = "Gameplay";
[Header("Standalone Settings")]
[SerializeField] protected bool m_ForceInput;
[SerializeField] protected bool m_DisableCursor = true;
[SerializeField] protected bool m_EnableCursorWithEscape = true;
[SerializeField] protected bool m_PreventLookVectorChanges = true;
[Header("Controller")]
[Range(0, 1)]
[SerializeField] protected float m_JoystickUpThreshold = 1f;
private InputActionMap m_ActionMap;
private readonly Dictionary<string, InputAction> m_ActionCache = new Dictionary<string, InputAction>();
private VirtualControlsManager m_VirtualControlsManager;
protected override bool CanCheckForController => false;
protected override void Awake()
{
base.Awake();
if (m_InputAsset == null) {
Debug.LogError("Error: No Input Action Asset assigned to UnityInput.", this);
return;
}
m_ActionMap = m_InputAsset.FindActionMap(m_ActionMapName);
if (m_ActionMap == null) {
Debug.LogError($"Error: Action Map '{m_ActionMapName}' not found in {m_InputAsset.name}. Check the name in the Asset editor.", this);
return;
}
// Cache all actions for high-performance string lookup
m_ActionCache.Clear();
foreach (var action in m_ActionMap.actions) {
m_ActionCache[action.name] = action;
}
m_ActionMap.Enable();
Debug.Log($"UnityInput: Initialized with Action Map '{m_ActionMapName}' and cached {m_ActionCache.Count} actions.");
}
protected virtual void OnEnable()
{
m_ActionMap?.Enable();
if (m_DisableCursor) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
protected virtual void OnDisable()
{
m_ActionMap?.Disable();
}
// --- OPSIVE OVERRIDES ---
protected override bool GetButtonInternal(string name)
{
// 1. Virtual Controls (Mobile UI)
if (m_VirtualControlsManager != null && m_VirtualControlsManager.GetButton(name, InputBase.ButtonAction.GetButton)) {
return true;
}
// 2. Hardware Input
if (m_ActionCache.TryGetValue(name, out var action)) {
return action.IsPressed();
}
return false;
}
protected override bool GetButtonDownInternal(string name)
{
if (m_VirtualControlsManager != null && m_VirtualControlsManager.GetButton(name, InputBase.ButtonAction.GetButtonDown)) {
return true;
}
if (m_ActionCache.TryGetValue(name, out var action)) {
return action.WasPressedThisFrame();
}
return false;
}
protected override bool GetButtonUpInternal(string name)
{
if (m_VirtualControlsManager != null && m_VirtualControlsManager.GetButton(name, InputBase.ButtonAction.GetButtonUp)) {
return true;
}
if (m_ActionCache.TryGetValue(name, out var action)) {
return action.WasReleasedThisFrame();
}
return false;
}
protected override float GetAxisInternal(string name)
{
if (m_VirtualControlsManager != null) {
var vValue = m_VirtualControlsManager.GetAxis(name);
if (vValue != 0) return vValue;
}
// --- SPECIAL CASE: ALIASING ---
// If Opsive asks for standard names but your Asset uses Vector2 Move/Look
// 1. Movement Aliasing
if (name == "Horizontal" || name == "Vertical") {
if (m_ActionCache.TryGetValue("Move", out var moveAction)) {
var moveVal = moveAction.ReadValue<Vector2>();
return name == "Horizontal" ? moveVal.x : moveVal.y;
}
}
// 2. Look/Mouse Aliasing
if (name == "Mouse X" || name == "Mouse Y") {
if (m_ActionCache.TryGetValue("Look", out var lookAction)) {
var lookVal = lookAction.ReadValue<Vector2>();
return name == "Mouse X" ? lookVal.x : lookVal.y;
}
}
// 3. Direct Float lookup
if (m_ActionCache.TryGetValue(name, out var action)) {
return action.ReadValue<float>();
}
return 0;
}
protected override float GetAxisRawInternal(string name) => GetAxisInternal(name);
public override Vector2 GetMousePosition() => Mouse.current != null ? Mouse.current.position.ReadValue() : Vector2.zero;
// --- VIRTUAL CONTROLS INTEGRATION ---
public bool RegisterVirtualControlsManager(VirtualControlsManager virtualControlsManager)
{
m_VirtualControlsManager = virtualControlsManager;
return m_VirtualControlsManager != null;
}
public void UnegisterVirtualControlsManager()
{
m_VirtualControlsManager = null;
}
// --- UTILITY ---
protected override void OnApplicationFocus(bool hasFocus)
{
if (m_ForceInput) {
hasFocus = true;
}
base.OnApplicationFocus(hasFocus);
if (enabled && hasFocus && m_DisableCursor) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
public bool ForceInput
{
get => m_ForceInput;
set => m_ForceInput = value;
}
public bool DisableCursor
{
get => m_DisableCursor;
set {
m_DisableCursor = value;
if (m_DisableCursor && Cursor.visible) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} else if (!m_DisableCursor && !Cursor.visible) {
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
}
public bool EnableCursorWithEscape
{
get => m_EnableCursorWithEscape;
set => m_EnableCursorWithEscape = value;
}
public bool PreventLookMovementWithEscape
{
get => m_PreventLookVectorChanges;
set => m_PreventLookVectorChanges = value;
}
public float JoystickUpThreshold
{
get => m_JoystickUpThreshold;
set => m_JoystickUpThreshold = value;
}
}
}