update InputReader
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@ -3,14 +3,26 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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/// <summary>
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/// 输入读取工具。
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/// 负责运行时输入轮询、单次触发和切换态管理,
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/// 与 InputBindingManager 的绑定/重绑定职责分离。
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/// </summary>
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public static class InputActionReader
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{
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/// <summary>
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/// 用于标识一次输入读取上下文。
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/// 同一个 Action 在不同 owner 或 key 下会拥有独立的按下状态。
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/// </summary>
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private readonly struct InputReadKey : IEquatable<InputReadKey>
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{
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public readonly string ActionName;
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public readonly int OwnerId;
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public readonly string OwnerKey;
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/// <summary>
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/// 使用实例 ID 作为拥有者标识,适合 Unity 对象。
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/// </summary>
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public InputReadKey(string actionName, int ownerId)
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{
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ActionName = actionName ?? string.Empty;
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@ -18,6 +30,9 @@ public static class InputActionReader
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OwnerKey = string.Empty;
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}
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/// <summary>
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/// 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。
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/// </summary>
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public InputReadKey(string actionName, string ownerKey)
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{
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ActionName = actionName ?? string.Empty;
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@ -50,19 +65,30 @@ public static class InputActionReader
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}
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}
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// 记录“本次按下已消费”的键,用于 Once 语义。
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private static readonly HashSet<InputReadKey> PressedKeys = new();
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// 记录当前处于开启状态的切换键。
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private static readonly HashSet<InputReadKey> ToggledKeys = new();
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/// <summary>
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/// 直接读取指定 Action 的值。
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/// </summary>
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public static T ReadValue<T>(string actionName) where T : struct
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{
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return ResolveAction(actionName).ReadValue<T>();
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}
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/// <summary>
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/// 以 object 形式读取指定 Action 的值。
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/// </summary>
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public static object ReadValue(string actionName)
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{
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return ResolveAction(actionName).ReadValueAsObject();
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}
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/// <summary>
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/// 仅在 Action 处于按下状态时读取值。
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/// </summary>
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public static bool TryReadValue<T>(string actionName, out T value) where T : struct
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{
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InputAction inputAction = ResolveAction(actionName);
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@ -76,6 +102,9 @@ public static class InputActionReader
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return false;
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}
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/// <summary>
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/// 仅在 Action 处于按下状态时以 object 形式读取值。
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/// </summary>
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public static bool TryReadValue(string actionName, out object value)
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{
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InputAction inputAction = ResolveAction(actionName);
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@ -89,6 +118,10 @@ public static class InputActionReader
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return false;
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}
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/// <summary>
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/// 只在本次按下的第一帧返回 true,并输出当前值。
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/// owner 用来隔离不同对象的读取状态。
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/// </summary>
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public static bool TryReadValueOnce<T>(UnityEngine.Object owner, string actionName, out T value) where T : struct
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{
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if (owner == null)
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@ -100,6 +133,10 @@ public static class InputActionReader
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return TryReadValueOnceInternal(new InputReadKey(actionName, owner.GetInstanceID()), actionName, out value);
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}
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/// <summary>
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/// 读取按钮型 Action。
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/// 非按钮类型会直接抛出异常,避免误用。
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/// </summary>
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public static bool ReadButton(string actionName)
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{
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InputAction inputAction = ResolveAction(actionName);
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@ -111,41 +148,66 @@ public static class InputActionReader
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throw new NotSupportedException("[InputActionReader] The Input Action must be a button type.");
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}
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/// <summary>
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/// 对 Unity 对象做一次性按钮读取。
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/// </summary>
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public static bool ReadButtonOnce(UnityEngine.Object owner, string actionName)
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{
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return owner != null && ReadButtonOnce(owner.GetInstanceID(), actionName);
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}
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/// <summary>
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/// 对实例 ID 做一次性按钮读取。
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/// </summary>
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public static bool ReadButtonOnce(int instanceID, string actionName)
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{
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return ReadButtonOnceInternal(new InputReadKey(actionName, instanceID), actionName);
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}
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/// <summary>
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/// 对字符串 key 做一次性按钮读取。
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/// </summary>
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public static bool ReadButtonOnce(string key, string actionName)
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{
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return ReadButtonOnceInternal(new InputReadKey(actionName, key), actionName);
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}
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/// <summary>
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/// 对 Unity 对象读取按钮切换态。
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/// 每次新的按下沿会在开/关之间切换。
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/// </summary>
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public static bool ReadButtonToggle(UnityEngine.Object owner, string actionName)
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{
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return owner != null && ReadButtonToggle(owner.GetInstanceID(), actionName);
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}
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/// <summary>
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/// 对实例 ID 读取按钮切换态。
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/// </summary>
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public static bool ReadButtonToggle(int instanceID, string actionName)
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{
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return ReadButtonToggleInternal(new InputReadKey(actionName, instanceID), actionName);
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}
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/// <summary>
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/// 对字符串 key 读取按钮切换态。
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/// </summary>
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public static bool ReadButtonToggle(string key, string actionName)
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{
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return ReadButtonToggleInternal(new InputReadKey(actionName, key), actionName);
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}
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/// <summary>
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/// 重置指定 key 的切换态。
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/// </summary>
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public static void ResetToggledButton(string key, string actionName)
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{
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ToggledKeys.Remove(new InputReadKey(actionName, key));
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}
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/// <summary>
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/// 重置某个 Action 名称下的所有切换态。
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/// </summary>
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public static void ResetToggledButton(string actionName)
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{
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if (string.IsNullOrEmpty(actionName) || ToggledKeys.Count == 0)
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@ -164,17 +226,27 @@ public static class InputActionReader
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}
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}
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/// <summary>
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/// 清空全部切换态缓存。
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/// </summary>
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public static void ResetToggledButtons()
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{
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ToggledKeys.Clear();
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}
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/// <summary>
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/// 解析 Action;找不到时立即抛错,避免静默失败。
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/// </summary>
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private static InputAction ResolveAction(string actionName)
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{
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return InputBindingManager.Action(actionName)
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?? throw new InvalidOperationException($"[InputActionReader] Action '{actionName}' is not available.");
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}
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/// <summary>
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/// 内部的单次值读取逻辑。
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/// 当按键抬起时,会清理 PressedKeys 中对应状态。
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/// </summary>
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private static bool TryReadValueOnceInternal<T>(InputReadKey readKey, string actionName, out T value) where T : struct
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{
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InputAction inputAction = ResolveAction(actionName);
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@ -195,6 +267,10 @@ public static class InputActionReader
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return false;
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}
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/// <summary>
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/// 内部的按钮单次触发逻辑。
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/// 只有第一次按下返回 true,持续按住不会重复触发。
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/// </summary>
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private static bool ReadButtonOnceInternal(InputReadKey readKey, string actionName)
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{
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if (ReadButton(actionName))
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@ -206,6 +282,10 @@ public static class InputActionReader
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return false;
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}
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/// <summary>
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/// 内部的按钮切换逻辑。
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/// 基于 Once 触发,在每次新的按下沿时切换状态。
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/// </summary>
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private static bool ReadButtonToggleInternal(InputReadKey readKey, string actionName)
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{
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if (ReadButtonOnceInternal(readKey, actionName))
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@ -19,7 +19,7 @@ public class InputBindingManager : MonoSingleton<InputBindingManager>
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[Tooltip("InputActionAsset to manage")]
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public InputActionAsset actions;
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public string fileName = "input_bindings.json";
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private const string FILE_NAME = "input_bindings.json";
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public bool debugMode = false;
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internal InputActionRebindingExtensions.RebindingOperation rebindOperation;
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@ -71,7 +71,7 @@ public class InputBindingManager : MonoSingleton<InputBindingManager>
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#else
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string folder = Application.persistentDataPath;
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#endif
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cachedSavePath = Path.Combine(folder, fileName);
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cachedSavePath = Path.Combine(folder, FILE_NAME);
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return cachedSavePath;
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}
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}
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