CapersProject/Assets/02.Scripts/PlayerInputKeyManager.cs

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2024-06-03 18:26:03 +00:00
using UnityEngine;
using UnityEngine.InputSystem;
namespace BlueWater
{
public enum InputActionMaps
{
None = 0,
Combat,
CombatUi,
}
public class PlayerInputKeyManager : Singleton<PlayerInputKeyManager>
{
[SerializeField]
private PlayerInput _currentPlayerInput;
private string _previousInputActionMaps;
private InputActionMap _previousInputActionMap;
/// <summary>
/// 현재 실행되고 있는 PlayerInput을 관리할 수 있게
/// PlayerInput 컴포넌트를 받아와서 사용하는 경우에 필수로 호출
/// </summary>
/// <param name="playerInput"></param>
public void SetCurrentPlayerInput(PlayerInput playerInput) => _currentPlayerInput = playerInput;
private bool IsNullCurrentPlayerInput()
{
if (_currentPlayerInput) return false;
Debug.Log("CurrentPlayerInput가 할당되지 않았습니다.");
return true;
}
public void SwitchCurrentActionMap(string inputActionMaps)
{
if (IsNullCurrentPlayerInput()) return;
_previousInputActionMaps = _currentPlayerInput.currentActionMap.name;
_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps);
}
public void SwitchCurrentActionMap(InputActionMaps inputActionMaps)
{
if (IsNullCurrentPlayerInput()) return;
_previousInputActionMaps = _currentPlayerInput.currentActionMap.name;
_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps.ToString());
}
public void SwitchPreviousActionMap()
{
if (IsNullCurrentPlayerInput()) return;
if (string.IsNullOrEmpty(_previousInputActionMaps))
{
Debug.Log("저장된 _previousInputActionMaps값이 없습니다.");
return;
}
_currentPlayerInput.SwitchCurrentActionMap(_previousInputActionMaps);
_previousInputActionMaps = null;
}
public InputActionMap GetCurrentInputActionMap()
{
if (IsNullCurrentPlayerInput()) return null;
return _currentPlayerInput.currentActionMap;
}
public void EnableCurrentPlayerInput()
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.enabled = true;
}
public void DisableCurrentPlayerInput()
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.enabled = false;
}
public void DisableAllActionsExcept(string exceptActionName)
{
if (IsNullCurrentPlayerInput()) return;
var exceptAction = _currentPlayerInput.currentActionMap.FindAction(exceptActionName);
foreach (var action in _currentPlayerInput.currentActionMap.actions)
{
if (action != exceptAction)
{
action.Disable();
}
else
{
action.Enable();
}
}
}
public void EnableAllActions()
{
if (IsNullCurrentPlayerInput()) return;
foreach (var action in _currentPlayerInput.actions)
{
action.Enable();
}
}
}
}