#1 시작할 때, Key Action이 전부 활성화되는 버그 수정
- 1.7.0 Input System에서는 문제 없다가 1.8.2로 업그레이드되면서 처음 PlayerInput의 모든 Action이 Enable되는 현상이 생겼습니다. - CombatPlayer프리팹에서 PlayerInput컴포넌트를 비활성화 하고, 생성과 동시에 활성화합니다. - 첫 번째 튜토리얼에 진입하는 순간, 키 입력을 순간적으로 비활성화하고 되돌립니다. Closes #1
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@ -4929,6 +4929,10 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z
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value: -5
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@ -27,6 +27,7 @@ namespace BlueWater.Players.Combat
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public void InitializeComponents(PlayerInput playerInput)
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{
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_playerInput = playerInput;
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_playerInput.enabled = true;
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PlayerInputKeyManager.Instance.SetCurrentPlayerInput(_playerInput);
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PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.Combat);
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}
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@ -60,6 +60,7 @@ namespace BlueWater.Players.Combat
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private void Awake()
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{
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InitializeComponents();
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InitializeChileComponents();
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}
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private void Start()
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@ -95,7 +96,10 @@ namespace BlueWater.Players.Combat
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PlayerHealthPoint = GetComponent<PlayerHealthPoint>();
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CombatSkillController = GetComponent<CombatSkillController>();
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CombatStatus = GetComponent<CombatStatus>();
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}
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private void InitializeChileComponents()
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{
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CombatInput.InitializeComponents(PlayerInput);
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CombatMovement.InitializeComponents(Rigidbody, VisualLook, AnimationController);
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AnimationController.InitializeComponents(Animator);
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@ -83,6 +83,16 @@ namespace BlueWater
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_currentPlayerInput.enabled = false;
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}
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public void DisableAllActionMaps()
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{
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if (IsNullCurrentPlayerInput()) return;
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foreach (var element in _currentPlayerInput.actions.actionMaps)
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{
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element.Disable();
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}
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}
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public void DisableAllActionsExcept(string exceptActionName)
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{
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if (IsNullCurrentPlayerInput()) return;
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@ -1,3 +1,4 @@
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using System.Collections;
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using Sirenix.OdinInspector;
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using UnityEngine;
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@ -30,13 +31,21 @@ namespace BlueWater.Uis
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public void ShowFirstTutorialUi()
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{
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PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.CombatUi);
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PlayerInputKeyManager.Instance.DisableAllActionsExcept("InteractionUi");
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PlayerInputKeyManager.Instance.DisableCurrentPlayerInput();
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gameObject.SetActive(true);
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_firstTutorialUi.SetActive(true);
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_secondTutorialUi.SetActive(false);
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CurrentTutorialState = TutorialState.First;
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StartCoroutine(FirstTutorialCoroutine());
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}
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private IEnumerator FirstTutorialCoroutine()
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{
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yield return new WaitForSeconds(0.1f);
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PlayerInputKeyManager.Instance.EnableCurrentPlayerInput();
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PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.CombatUi);
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PlayerInputKeyManager.Instance.DisableAllActionsExcept("InteractionUi");
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}
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public void SecondFirstTutorialUi()
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@ -155,7 +155,7 @@ MonoBehaviour:
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@ -80,6 +85,7 @@ ModelImporter:
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