ProjectDDD/Assets/_DDD/_Scripts/InputSystem/InputManager.cs
2025-07-22 16:46:37 +09:00

72 lines
1.8 KiB
C#

using System;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.InputSystem;
namespace DDD
{
public static class InputActionMapExtensions
{
public static string ToName(this InputActionMaps map)
{
return map.ToString();
}
}
public enum InputActionMaps
{
None = 0,
Ui = 1,
Restaurant = 2,
RestaurantUi = 3
}
public class InputManager : Singleton<InputManager>, IManager
{
private PlayerInput _currentPlayerInput;
public void PreInit()
{
_currentPlayerInput = GetComponent<PlayerInput>();
}
public Task Init()
{
return Task.CompletedTask;
}
public void PostInit()
{
}
private bool IsNullCurrentPlayerInput()
{
if (_currentPlayerInput && _currentPlayerInput.enabled) return false;
Debug.Log("CurrentPlayerInput가 할당되지 않았습니다.");
return true;
}
public void SwitchCurrentActionMap(InputActionMaps inputActionMaps)
{
if (IsNullCurrentPlayerInput() || inputActionMaps == InputActionMaps.None) return;
_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps.ToName());
}
public InputActionMaps GetCurrentActionMap()
{
if (IsNullCurrentPlayerInput()) return InputActionMaps.None;
string mapName = _currentPlayerInput.currentActionMap.name;
if (Enum.TryParse(mapName, out InputActionMaps parsedMap))
{
return parsedMap;
}
Debug.LogError($"[InputManager] 알 수 없는 ActionMap 이름: {mapName}");
return InputActionMaps.None;
}
}
}