using System;
using UnityEngine;
using UnityEngine.InputSystem;
///
/// 输入读取工具。
/// 负责运行时输入轮询、单次触发和切换态管理,
///
public static class InputActionReader
{
///
/// 用于标识一次输入读取上下文。
/// 同一个 Action 在不同 owner 或 key 下会拥有独立的按下状态。
///
private readonly struct InputReadKey : IEquatable
{
public readonly string ActionName;
public readonly int OwnerId;
public readonly string OwnerKey;
///
/// 使用实例 ID 作为拥有者标识,适合 Unity 对象。
///
public InputReadKey(string actionName, int ownerId)
{
ActionName = actionName ?? string.Empty;
OwnerId = ownerId;
OwnerKey = string.Empty;
}
///
/// 使用字符串作为拥有者标识,适合外部系统或手动传入的 key。
///
public InputReadKey(string actionName, string ownerKey)
{
ActionName = actionName ?? string.Empty;
OwnerId = 0;
OwnerKey = ownerKey ?? string.Empty;
}
public bool Equals(InputReadKey other)
{
return OwnerId == other.OwnerId
&& string.Equals(ActionName, other.ActionName, StringComparison.Ordinal)
&& string.Equals(OwnerKey, other.OwnerKey, StringComparison.Ordinal);
}
public override bool Equals(object obj)
{
return obj is InputReadKey other && Equals(other);
}
public override int GetHashCode()
{
unchecked
{
int hashCode = 17;
hashCode = (hashCode * 31) + OwnerId;
hashCode = (hashCode * 31) + StringComparer.Ordinal.GetHashCode(ActionName);
hashCode = (hashCode * 31) + StringComparer.Ordinal.GetHashCode(OwnerKey);
return hashCode;
}
}
}
private const int InitialKeyCapacity = 64;
private static InputReadKey[] PressedKeys = new InputReadKey[InitialKeyCapacity];
private static int PressedKeyCount;
private static InputReadKey[] ToggledKeys = new InputReadKey[InitialKeyCapacity];
private static int ToggledKeyCount;
///
/// 直接读取指定 Action 的值。
///
public static T ReadValue(string actionName) where T : struct
{
InputAction inputAction = ResolveAction(actionName);
return inputAction != null ? inputAction.ReadValue() : default;
}
///
/// 仅在 Action 处于按下状态时读取值。
///
public static bool TryReadValue(string actionName, out T value) where T : struct
{
InputAction inputAction = ResolveAction(actionName);
if (inputAction != null && inputAction.IsPressed())
{
value = inputAction.ReadValue();
return true;
}
value = default;
return false;
}
///
/// 只在本次按下的第一帧返回 true,并输出当前值。
/// owner 用来隔离不同对象的读取状态。
///
public static bool TryReadValueOnce(UnityEngine.Object owner, string actionName, out T value) where T : struct
{
if (owner == null)
{
value = default;
return false;
}
return TryReadValueOnceInternal(new InputReadKey(actionName, owner.GetInstanceID()), actionName, out value);
}
///
/// 读取按钮型 Action。
/// 非按钮类型会直接抛出异常,避免误用。
///
public static bool ReadButton(string actionName)
{
InputAction inputAction = ResolveAction(actionName);
if (inputAction == null)
{
return false;
}
if (inputAction.type == InputActionType.Button)
{
return inputAction.IsPressed();
}
throw new NotSupportedException("[InputActionReader] The Input Action must be a button type.");
}
///
/// 对 Unity 对象做一次性按钮读取。
///
public static bool ReadButtonOnce(UnityEngine.Object owner, string actionName)
{
return owner != null && ReadButtonOnce(owner.GetInstanceID(), actionName);
}
///
/// 对实例 ID 做一次性按钮读取。
///
public static bool ReadButtonOnce(int instanceID, string actionName)
{
return ReadButtonOnceInternal(new InputReadKey(actionName, instanceID), actionName);
}
///
/// 对字符串 key 做一次性按钮读取。
///
public static bool ReadButtonOnce(string key, string actionName)
{
return ReadButtonOnceInternal(new InputReadKey(actionName, key), actionName);
}
///
/// 对 Unity 对象读取按钮切换态。
/// 每次新的按下沿会在开/关之间切换。
///
public static bool ReadButtonToggle(UnityEngine.Object owner, string actionName)
{
return owner != null && ReadButtonToggle(owner.GetInstanceID(), actionName);
}
///
/// 对实例 ID 读取按钮切换态。
///
public static bool ReadButtonToggle(int instanceID, string actionName)
{
return ReadButtonToggleInternal(new InputReadKey(actionName, instanceID), actionName);
}
///
/// 对字符串 key 读取按钮切换态。
///
public static bool ReadButtonToggle(string key, string actionName)
{
return ReadButtonToggleInternal(new InputReadKey(actionName, key), actionName);
}
///
/// 重置指定 key 的切换态。
///
public static void ResetToggledButton(string key, string actionName)
{
RemoveKey(ToggledKeys, ref ToggledKeyCount, new InputReadKey(actionName, key));
}
///
/// 重置某个 Action 名称下的所有切换态。
///
public static void ResetToggledButton(string actionName)
{
if (string.IsNullOrEmpty(actionName) || ToggledKeyCount == 0)
{
return;
}
for (int i = ToggledKeyCount - 1; i >= 0; i--)
{
if (string.Equals(ToggledKeys[i].ActionName, actionName, StringComparison.Ordinal))
{
RemoveAt(ToggledKeys, ref ToggledKeyCount, i);
}
}
}
///
/// 清空全部切换态缓存。
///
public static void ResetToggledButtons()
{
Array.Clear(ToggledKeys, 0, ToggledKeyCount);
ToggledKeyCount = 0;
}
///
/// 解析 Action;找不到时立即抛错,避免静默失败。
///
private static InputAction ResolveAction(string actionName)
{
return InputBindingManager.Action(actionName);
}
///
/// 内部的单次值读取逻辑。
/// 当按键抬起时,会清理 PressedKeys 中对应状态。
///
private static bool TryReadValueOnceInternal(InputReadKey readKey, string actionName, out T value) where T : struct
{
InputAction inputAction = ResolveAction(actionName);
if (inputAction != null && inputAction.IsPressed())
{
if (AddKey(ref PressedKeys, ref PressedKeyCount, readKey))
{
value = inputAction.ReadValue();
return true;
}
}
else
{
RemoveKey(PressedKeys, ref PressedKeyCount, readKey);
}
value = default;
return false;
}
///
/// 内部的按钮单次触发逻辑。
/// 只有第一次按下返回 true,持续按住不会重复触发。
///
private static bool ReadButtonOnceInternal(InputReadKey readKey, string actionName)
{
if (ReadButton(actionName))
{
return AddKey(ref PressedKeys, ref PressedKeyCount, readKey);
}
RemoveKey(PressedKeys, ref PressedKeyCount, readKey);
return false;
}
///
/// 内部的按钮切换逻辑。
/// 基于 Once 触发,在每次新的按下沿时切换状态。
///
private static bool ReadButtonToggleInternal(InputReadKey readKey, string actionName)
{
if (ReadButtonOnceInternal(readKey, actionName))
{
if (!AddKey(ref ToggledKeys, ref ToggledKeyCount, readKey))
{
RemoveKey(ToggledKeys, ref ToggledKeyCount, readKey);
}
}
return IndexOf(ToggledKeys, ToggledKeyCount, readKey) >= 0;
}
private static bool AddKey(ref InputReadKey[] keys, ref int count, InputReadKey key)
{
if (IndexOf(keys, count, key) >= 0)
{
return false;
}
if (count == keys.Length)
{
Array.Resize(ref keys, keys.Length << 1);
}
keys[count++] = key;
return true;
}
private static bool RemoveKey(InputReadKey[] keys, ref int count, InputReadKey key)
{
int index = IndexOf(keys, count, key);
if (index < 0)
{
return false;
}
RemoveAt(keys, ref count, index);
return true;
}
private static void RemoveAt(InputReadKey[] keys, ref int count, int index)
{
count--;
if (index < count)
{
keys[index] = keys[count];
}
keys[count] = default;
}
private static int IndexOf(InputReadKey[] keys, int count, InputReadKey key)
{
for (int i = 0; i < count; i++)
{
if (keys[i].Equals(key))
{
return i;
}
}
return -1;
}
}