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- using UnityEngine;
- using UnityEngine.InputSystem;
- using UnityEngine.InputSystem.Interactions;
- public class InputManager : MonoBehaviour
- {
- [SerializeField] private PlayerInput PlayerInput;
- public Vector2 Move { get; private set; }
- public Vector2 Look { get; private set; }
- public bool Run { get; private set; }
- public bool Jump { get; private set; }
- public bool Crouch { get; private set; }
- public bool Fire { get; private set; }
- public bool Aim { get; private set; }
- public bool SwitchCamera { get; set; }
- public Vector2 ZoomLook { get; private set; }
- private InputActionMap _currentMap;
- private InputAction _moveAction;
- private InputAction _lookAction;
- private InputAction _runAction;
- private InputAction _jumpAction;
- private InputAction _crouchAction;
- private InputAction _fireAction;
- private InputAction _aimAction;
- private InputAction _switchCameraAction;
- private InputAction _zoomLookAction;
- private void Awake()
- {
- HideCursor();
- _currentMap = PlayerInput.currentActionMap;
- _moveAction = _currentMap.FindAction("Move");
- _lookAction = _currentMap.FindAction("Look");
- _runAction = _currentMap.FindAction("Run");
- _jumpAction = _currentMap.FindAction("Jump");
- _crouchAction = _currentMap.FindAction("Crouch");
- _fireAction = _currentMap.FindAction("Fire");
- _aimAction = _currentMap.FindAction("Aim");
- _switchCameraAction = _currentMap.FindAction("SwitchCamera");
- _zoomLookAction = _currentMap.FindAction("ZoomLook");
- _moveAction.performed += onMove;
- _lookAction.performed += onLook;
- _runAction.performed += onRun;
- _jumpAction.performed += onJump;
- _crouchAction.performed += onCrouch;
- _fireAction.performed += onFire;
- _aimAction.performed += onAim;
- _switchCameraAction.performed += onSwitchCamera;
- _zoomLookAction.performed += onZoomLook;
- _moveAction.canceled += onMove;
- _lookAction.canceled += onLook;
- _runAction.canceled += onRun;
- _jumpAction.canceled += onJump;
- _crouchAction.canceled += onCrouch;
- _fireAction.canceled += onFire;
- _aimAction.canceled += onAim;
- //_switchCameraAction.canceled += onSwitchCamera;
- _zoomLookAction.canceled += onZoomLook;
- }
- private void HideCursor()
- {
- Cursor.visible = false;
- Cursor.lockState = CursorLockMode.Locked;
- }
- private void onMove(InputAction.CallbackContext context)
- {
- Move = context.ReadValue<Vector2>();
- }
- private void onLook(InputAction.CallbackContext context)
- {
- Look = context.ReadValue<Vector2>();
- }
- private void onRun(InputAction.CallbackContext context)
- {
- Run = context.ReadValueAsButton();
- }
- private void onJump(InputAction.CallbackContext context)
- {
- Jump = context.ReadValueAsButton();
- }
- private void onCrouch(InputAction.CallbackContext context)
- {
- Crouch = context.ReadValueAsButton();
- }
- private void onFire(InputAction.CallbackContext context)
- {
- Fire = context.ReadValueAsButton();
- }
- private void onAim(InputAction.CallbackContext context)
- {
- Aim = context.ReadValueAsButton();
- }
- private void onSwitchCamera(InputAction.CallbackContext context)
- {
- SwitchCamera = !SwitchCamera;
- Debug.Log(context.phase);
- }
- private void onZoomLook(InputAction.CallbackContext context)
- {
- ZoomLook = context.ReadValue<Vector2>().normalized;
- }
- private void OnEnable()
- {
- _currentMap.Enable();
- }
- private void OnDisable()
- {
- _currentMap.Disable();
- }
- }
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