From a63324959a77a0da2c9853f6055091c5a2d37447 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?=E9=99=88=E6=80=9D=E6=B5=B7?= <1464576565@qq.com>
Date: Wed, 18 Mar 2026 14:05:12 +0800
Subject: [PATCH] update InputReader
---
.../InputGlyph/InputActionReader.cs | 80 +++++++++++++++++++
.../InputGlyph/InputBindingManager.cs | 4 +-
2 files changed, 82 insertions(+), 2 deletions(-)
diff --git a/Client/Assets/Scripts/CustomeModule/InputGlyph/InputActionReader.cs b/Client/Assets/Scripts/CustomeModule/InputGlyph/InputActionReader.cs
index 8fa26c9..3d6d416 100644
--- a/Client/Assets/Scripts/CustomeModule/InputGlyph/InputActionReader.cs
+++ b/Client/Assets/Scripts/CustomeModule/InputGlyph/InputActionReader.cs
@@ -3,14 +3,26 @@ using System.Collections.Generic;
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,
+/// 与 InputBindingManager 的绑定/重绑定职责分离。
+///
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;
@@ -18,6 +30,9 @@ public static class InputActionReader
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;
@@ -50,19 +65,30 @@ public static class InputActionReader
}
}
+ // 记录“本次按下已消费”的键,用于 Once 语义。
private static readonly HashSet PressedKeys = new();
+ // 记录当前处于开启状态的切换键。
private static readonly HashSet ToggledKeys = new();
+ ///
+ /// 直接读取指定 Action 的值。
+ ///
public static T ReadValue(string actionName) where T : struct
{
return ResolveAction(actionName).ReadValue();
}
+ ///
+ /// 以 object 形式读取指定 Action 的值。
+ ///
public static object ReadValue(string actionName)
{
return ResolveAction(actionName).ReadValueAsObject();
}
+ ///
+ /// 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);
@@ -76,6 +102,9 @@ public static class InputActionReader
return false;
}
+ ///
+ /// 仅在 Action 处于按下状态时以 object 形式读取值。
+ ///
public static bool TryReadValue(string actionName, out object value)
{
InputAction inputAction = ResolveAction(actionName);
@@ -89,6 +118,10 @@ public static class InputActionReader
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)
@@ -100,6 +133,10 @@ public static class InputActionReader
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);
@@ -111,41 +148,66 @@ public static class InputActionReader
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)
{
ToggledKeys.Remove(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) || ToggledKeys.Count == 0)
@@ -164,17 +226,27 @@ public static class InputActionReader
}
}
+ ///
+ /// 清空全部切换态缓存。
+ ///
public static void ResetToggledButtons()
{
ToggledKeys.Clear();
}
+ ///
+ /// 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)
?? throw new InvalidOperationException($"[InputActionReader] Action '{actionName}' is not available.");
}
+ ///
+ /// 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);
@@ -195,6 +267,10 @@ public static class InputActionReader
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))
@@ -206,6 +282,10 @@ public static class InputActionReader
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))
diff --git a/Client/Assets/Scripts/CustomeModule/InputGlyph/InputBindingManager.cs b/Client/Assets/Scripts/CustomeModule/InputGlyph/InputBindingManager.cs
index dca7960..c1e41a2 100644
--- a/Client/Assets/Scripts/CustomeModule/InputGlyph/InputBindingManager.cs
+++ b/Client/Assets/Scripts/CustomeModule/InputGlyph/InputBindingManager.cs
@@ -19,7 +19,7 @@ public class InputBindingManager : MonoSingleton
[Tooltip("InputActionAsset to manage")]
public InputActionAsset actions;
- public string fileName = "input_bindings.json";
+ private const string FILE_NAME = "input_bindings.json";
public bool debugMode = false;
internal InputActionRebindingExtensions.RebindingOperation rebindOperation;
@@ -71,7 +71,7 @@ public class InputBindingManager : MonoSingleton
#else
string folder = Application.persistentDataPath;
#endif
- cachedSavePath = Path.Combine(folder, fileName);
+ cachedSavePath = Path.Combine(folder, FILE_NAME);
return cachedSavePath;
}
}