CapersProject/Assets/02.Scripts/PlayerInputKeyManager.cs
2024-10-31 21:17:10 +09:00

181 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BlueWater
{
public enum InputActionMaps
{
None = 0,
Tycoon,
TycoonUi,
CombatTitle,
Combat,
CombatUi,
Bar
}
public class PlayerInputKeyManager : Singleton<PlayerInputKeyManager>
{
[SerializeField]
private PlayerInput _currentPlayerInput;
private Vector3 _lastMousePosition; //마우스 이동 감지용
private bool _isKey = false; //키보드 입력상태 == true / 마우스 입력상태 == false (중복 방직용)
private readonly List<Action> _onActionKeyboard = new List<Action>();
private readonly List<Action> _onActionMouse = new List<Action>();
public void AddOnActionKeyboard(Action action)
{
_onActionKeyboard.Add(action);
}
public void AddOnActionMouse(Action action)
{
_onActionMouse.Add(action);
}
public void Update()
{
bool CheckMouse(){return Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1)||Input.GetMouseButtonDown(2);}
if(!_isKey && Input.anyKeyDown && !CheckMouse()) //키보드 감지 (최초)
{
foreach (var element in _onActionKeyboard)
{
element?.Invoke();
}
_lastMousePosition = Input.mousePosition;
_isKey = true;
}
else if (_isKey && (Input.anyKeyDown && CheckMouse() || (_isKey && Input.mousePosition != _lastMousePosition))) //마우스 감지 (최초)
{
foreach (var element in _onActionMouse)
{
element?.Invoke();
}
_lastMousePosition = Input.mousePosition;
_isKey = false;
}
}
/// <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 && _currentPlayerInput.enabled) return false;
Debug.Log("CurrentPlayerInput가 할당되지 않았습니다.");
return true;
}
public void SwitchCurrentActionMap(string inputActionMaps)
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps);
}
public void SwitchCurrentActionMap(InputActionMaps inputActionMaps)
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps.ToString());
}
public InputActionMap GetCurrentInputActionMap()
{
if (IsNullCurrentPlayerInput()) return null;
return _currentPlayerInput.currentActionMap;
}
public void EnableCurrentPlayerInput()
{
if (!_currentPlayerInput) return;
_currentPlayerInput.enabled = true;
}
public void DisableCurrentPlayerInput()
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.enabled = false;
}
public void DisableAllActionMaps()
{
if (IsNullCurrentPlayerInput()) return;
foreach (var element in _currentPlayerInput.actions.actionMaps)
{
element.Disable();
}
}
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 EnableAllActionsMaps()
{
if (IsNullCurrentPlayerInput()) return;
foreach (var action in _currentPlayerInput.actions)
{
action.Enable();
}
}
public void EnableAction(string actionName)
{
if (IsNullCurrentPlayerInput()) return;
var action = _currentPlayerInput.currentActionMap.FindAction(actionName);
if (action == null)
{
Debug.Log($"현재 Action Map인 {_currentPlayerInput.currentActionMap}에는 {actionName} Action이 존재하지 않습니다");
return;
}
action.Enable();
}
public void DisableAction(string actionName)
{
if (IsNullCurrentPlayerInput()) return;
var action = _currentPlayerInput.currentActionMap.FindAction(actionName);
if (action == null)
{
Debug.Log($"현재 Action Map인 {_currentPlayerInput.currentActionMap}에는 {actionName} Action이 존재하지 않습니다");
return;
}
action.Disable();
}
}
}