Files
PGiZ2/Assets/Code/Input/InputService.cs
T
2026-01-31 00:02:35 +03:00

94 lines
3.1 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Input
{
public class InputService : IInputService
{
private readonly InputActionAsset _inputActionAsset;
private InputAction _lmbInteractAction;
public Vector2 MainMenuParalax { get; private set; }
public float MoveInput { get; private set; }
public bool JumpPressed { get; private set; }
public bool SprintHeld { get; private set; }
public bool AttackPressed { get; private set; }
public InputService(InputActionAsset inputActionAsset)
{
_inputActionAsset = inputActionAsset;
SetupInputCallbacks();
}
private void SetupInputCallbacks()
{
SetupMainMenuInputCallbacks();
SetupGameplayInputCallbacks();
}
private void SetupGameplayInputCallbacks()
{
var map = _inputActionAsset.actionMaps[(int)ActionMapping.Gameplay];
BindAxis(map, "Move", v => MoveInput = v);
BindButton(map, "Jump", v => JumpPressed = v);
BindButton(map, "Sprint", v => SprintHeld = v);
BindButton(map, "Attack", v => AttackPressed = v);
}
private void SetupMainMenuInputCallbacks()
{
var map = _inputActionAsset.actionMaps[(int)ActionMapping.MainMenu];
BindVector2(map, "Parallax", v => MainMenuParalax = v);
}
private void BindButton(InputActionMap map, string actionName, System.Action<bool> setter)
{
var action = map.FindAction(actionName);
if (action == null)
return;
action.performed += _ => setter(true);
action.canceled += _ => setter(false);
}
private void BindVector2(InputActionMap map, string actionName, System.Action<Vector2> setter)
{
var action = map.FindAction(actionName);
if (action == null)
return;
action.performed += ctx => setter(ctx.ReadValue<Vector2>());
action.canceled += _ => setter(Vector2.zero);
}
private void BindAxis(InputActionMap map, string actionName, System.Action<float> setter)
{
var action = map.FindAction(actionName);
if (action == null)
return;
action.performed += ctx => setter(ctx.ReadValue<float>());
action.canceled += _ => setter(0f);
}
public void EnableMap(ActionMapping actionMap)
{
_inputActionAsset.actionMaps[(int)actionMap].Enable();
}
public void DisableMap(ActionMapping actionMap)
{
_inputActionAsset.actionMaps[(int)actionMap].Disable();
}
public void DebugBindAction(int mapId, int actionId, System.Action<InputAction.CallbackContext> action) =>
_inputActionAsset.actionMaps[mapId].actions[actionId].performed += action;
public void DebugUnbindAction(int mapId, int actionId, System.Action<InputAction.CallbackContext> action) =>
_inputActionAsset.actionMaps[mapId].actions[actionId].performed -= action;
}
}