CapersProject/Assets/02.Scripts/PlayerInputKeyManager.cs
Nam Tae Gun 7f021541d6 #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
2024-06-04 22:15:14 +09:00

125 lines
3.8 KiB
C#

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 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 EnableAllActions()
{
if (IsNullCurrentPlayerInput()) return;
foreach (var action in _currentPlayerInput.actions)
{
action.Enable();
}
}
}
}