2026-06-11 기본 매니저 구성
This commit is contained in:
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6
Assets/02_Scripts/ISceneInitializable.cs
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6
Assets/02_Scripts/ISceneInitializable.cs
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using UnityEngine;
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public interface ISceneInitializable
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{
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public void OnSceneLoaded();
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}
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2
Assets/02_Scripts/ISceneInitializable.cs.meta
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2
Assets/02_Scripts/ISceneInitializable.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: bcdbb0f5d9b20b248a68735a72da71e4
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8
Assets/02_Scripts/Managers.meta
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8
Assets/02_Scripts/Managers.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ed45df9bef7ca3c41876538192c8458d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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24
Assets/02_Scripts/Managers/GameManager.cs
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24
Assets/02_Scripts/Managers/GameManager.cs
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using UnityEngine;
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public class GameManager : MonoBehaviour,ISceneInitializable
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{
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public static GameManager Instance;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this; //만들어진 자신을 인스턴스로 설정
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DontDestroyOnLoad(gameObject);
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}
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else
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{
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Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
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}
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}
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public void OnSceneLoaded()
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{
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}
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}
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2
Assets/02_Scripts/Managers/GameManager.cs.meta
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2
Assets/02_Scripts/Managers/GameManager.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 80bc92795d0805849afa6755063fb9d5
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42
Assets/02_Scripts/Managers/InputManager.cs
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42
Assets/02_Scripts/Managers/InputManager.cs
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@@ -0,0 +1,42 @@
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class InputManager : MonoBehaviour, GameInput.IPlayerActions
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{
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// 외부에서 InputManager.Instance.OnXxx_Event += handler 형태로 구독.
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public static InputManager Instance { get; private set; }
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private GameInput _input;
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// ─── 입력 이벤트들 (PlayerController 등이 구독) ──────────────────────
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public event Action OnJump_Event; // 한 번씩 (눌렀을 때)
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this; //만들어진 자신을 인스턴스로 설정
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DontDestroyOnLoad(gameObject);
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}
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else
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{
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Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
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}
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_input = new GameInput();
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// IPlayerActions의 OnJump/... 메서드를 인풋 액션의 콜백으로 자동 연결.
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_input.Player.SetCallbacks(this);
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}
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// GameInput은 활성/비활성 토글이 필요한 자원 ?. 처리로 Awake보다 OnEnable이 먼저 호출되는 경우 보호.
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private void OnEnable() => _input?.Player.Enable();
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private void OnDisable() => _input?.Player.Disable();
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private void OnDestroy() => _input?.Dispose();
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public void OnJump(InputAction.CallbackContext ctx)
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{
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if (ctx.phase == InputActionPhase.Started)
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OnJump_Event?.Invoke();
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}
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}
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2
Assets/02_Scripts/Managers/InputManager.cs.meta
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2
Assets/02_Scripts/Managers/InputManager.cs.meta
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fileFormatVersion: 2
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guid: 4d8ea6a700fa8a44a9fc25c4aa211098
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120
Assets/02_Scripts/Managers/SceneLoadManager.cs
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120
Assets/02_Scripts/Managers/SceneLoadManager.cs
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class SceneLoadManager : MonoBehaviour
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{
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public static SceneLoadManager Instance;
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[SerializeField] private GameObject _loadingRoot;
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[SerializeField] private Camera _loadingCam;
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[SerializeField] private Transform _loadingCamTargetTransform;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this; //만들어진 자신을 인스턴스로 설정
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DontDestroyOnLoad(gameObject);
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}
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||||
else
|
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{
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Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
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}
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}
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private void Start()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single);
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}
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private void Update()
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{
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if(_loadingCamTargetTransform != null)
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{
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_loadingRoot.transform.position = _loadingCamTargetTransform.position;
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}
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}
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//씬이 로드되었을때 호출
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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MonoBehaviour[] allObjs = UnityEngine.Object.FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None);
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foreach (var obj in allObjs)
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{
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if (obj is ISceneInitializable initializable)
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{
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//씬에서 ISceneInitializable 인터페이스를 가진 오브젝트의 초기화 로직을 실행
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initializable.OnSceneLoaded();
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}
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}
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}
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public void SetSceneLoadingProgressValue(float value)
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{
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}
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public void RequestSceneChange(string sceneName)
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{
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_ = SceneChange(sceneName);
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}
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private async Awaitable SceneChange(string sceneName)
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{
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try
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{
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//로딩바 수치 0으로 설정
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SetSceneLoadingProgressValue(0f);
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AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
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//자동 전환을 하고 싶지 않을 경우 해당값을 false로 두었다가 true로 바꾸면 그 때 전환됨
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op.allowSceneActivation = false;
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//화면에 보여줄 로딩 수치
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float displayProgress = 0f;
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//op.progress 0.9가 데이터 로딩이 끝난 기준 allowSceneActivation이 트루면 다음으로 넘어가면서 op.isDone이 true가 된다.
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while (op.progress < 0.9f)
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{
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//실제 로딩 수치
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float realProgress = Mathf.Clamp01(op.progress / 0.9f);
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//보여줄 값을 실제값을 향해 부드럽게 이동
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displayProgress = Mathf.MoveTowards(displayProgress, realProgress, Time.deltaTime * 0.5f);
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// 로딩바 UI에 값 적용
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SetSceneLoadingProgressValue(displayProgress);
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//자기자신이 파괴될때 토큰에 취소요청을 보냄
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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}
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//로딩바 수치 1(100%)로 설정 (데이터 로딩은 이미 끝이기 때문에)
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SetSceneLoadingProgressValue(1);
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// 잠시 대기했다가 전환
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await Awaitable.WaitForSecondsAsync(1.0f, this.destroyCancellationToken);
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// 다음씬으로 넘어가도 됨을 알림
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op.allowSceneActivation = true;
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// 씬 활성화가 완전히 끝날 때까지 대기
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// allowSceneActivation가 true가 되고 완전히 전환되기까지는 몇프레임 걸림. op.isDone 은 이 과정이 끝난 뒤에 true가 됨.
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while(!op.isDone)
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{
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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}
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//VR용 로직
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//트래킹이 중단되면 안되기 때문에 카메라를 유지해야 한다
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_loadingCamTargetTransform = Camera.main.transform; // 새로운 씬의 메인카메라를 따라가게끔 설정
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}
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catch (OperationCanceledException)
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{
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Debug.Log("씬 전환 작업이 취소됨");
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}
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}
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}
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2
Assets/02_Scripts/Managers/SceneLoadManager.cs.meta
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2
Assets/02_Scripts/Managers/SceneLoadManager.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: 01c67a0d5e5e96240a6b1f1c8e34e749
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||||
8
Assets/02_Scripts/Player.meta
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8
Assets/02_Scripts/Player.meta
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@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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||||
guid: 2d33246055dff62479d621abdd5e4066
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||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
15
Assets/02_Scripts/Player/PlayerController.cs
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15
Assets/02_Scripts/Player/PlayerController.cs
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@@ -0,0 +1,15 @@
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
|
||||
public class PlayerController : MonoBehaviour,ISceneInitializable
|
||||
{
|
||||
public void OnSceneLoaded()
|
||||
{
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||||
InputManager.Instance.OnJump_Event += this.OnJump;
|
||||
}
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||||
|
||||
public void OnJump()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/02_Scripts/Player/PlayerController.cs.meta
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2
Assets/02_Scripts/Player/PlayerController.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: 2a803a0dad9eb494a89b1befc37bbdff
|
||||
8
Assets/99_Settings/Input.meta
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8
Assets/99_Settings/Input.meta
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@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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||||
guid: 0aeb8722199f1b14899ca0c8008e7e5d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
312
Assets/99_Settings/Input/GameInput.cs
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312
Assets/99_Settings/Input/GameInput.cs
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@@ -0,0 +1,312 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
||||
// version 1.17.0
|
||||
// from Assets/99_Settings/Input/GameInput.inputactions
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
|
||||
/// <summary>
|
||||
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/99_Settings/Input/GameInput.inputactions".
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// using namespace UnityEngine;
|
||||
/// using UnityEngine.InputSystem;
|
||||
///
|
||||
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
|
||||
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
|
||||
/// {
|
||||
/// private MyActions_Actions m_Actions; // Source code representation of asset.
|
||||
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
|
||||
///
|
||||
/// void Awake()
|
||||
/// {
|
||||
/// m_Actions = new MyActions_Actions(); // Create asset object.
|
||||
/// m_Player = m_Actions.Player; // Extract action map object.
|
||||
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
|
||||
/// }
|
||||
///
|
||||
/// void OnDestroy()
|
||||
/// {
|
||||
/// m_Actions.Dispose(); // Destroy asset object.
|
||||
/// }
|
||||
///
|
||||
/// void OnEnable()
|
||||
/// {
|
||||
/// m_Player.Enable(); // Enable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// void OnDisable()
|
||||
/// {
|
||||
/// m_Player.Disable(); // Disable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// #region Interface implementation of MyActions.IPlayerActions
|
||||
///
|
||||
/// // Invoked when "Move" action is either started, performed or canceled.
|
||||
/// public void OnMove(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
|
||||
/// }
|
||||
///
|
||||
/// // Invoked when "Attack" action is either started, performed or canceled.
|
||||
/// public void OnAttack(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
|
||||
/// }
|
||||
///
|
||||
/// #endregion
|
||||
/// }
|
||||
/// </code>
|
||||
/// </example>
|
||||
public partial class @GameInput: IInputActionCollection2, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides access to the underlying asset instance.
|
||||
/// </summary>
|
||||
public InputActionAsset asset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance.
|
||||
/// </summary>
|
||||
public @GameInput()
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
|
||||
""version"": 1,
|
||||
""name"": ""GameInput"",
|
||||
""maps"": [
|
||||
{
|
||||
""name"": ""Player"",
|
||||
""id"": ""5d026a6e-8169-45f1-bc0c-240db1a29d82"",
|
||||
""actions"": [
|
||||
{
|
||||
""name"": ""Jump"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""546a2fae-0afa-4133-8c4a-aa15ff66e23d"",
|
||||
""expectedControlType"": """",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""5bb26581-2c13-4476-bc62-503239d4d151"",
|
||||
""path"": ""<XRController>{RightHand}/{PrimaryButton}"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Jump"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": []
|
||||
}");
|
||||
// Player
|
||||
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
|
||||
m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
~@GameInput()
|
||||
{
|
||||
UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, GameInput.Player.Disable() has not been called.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
UnityEngine.Object.Destroy(asset);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
|
||||
public InputBinding? bindingMask
|
||||
{
|
||||
get => asset.bindingMask;
|
||||
set => asset.bindingMask = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
|
||||
public ReadOnlyArray<InputDevice>? devices
|
||||
{
|
||||
get => asset.devices;
|
||||
set => asset.devices = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
|
||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
|
||||
public bool Contains(InputAction action)
|
||||
{
|
||||
return asset.Contains(action);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
|
||||
public IEnumerator<InputAction> GetEnumerator()
|
||||
{
|
||||
return asset.GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
|
||||
public void Enable()
|
||||
{
|
||||
asset.Enable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
|
||||
public void Disable()
|
||||
{
|
||||
asset.Disable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
|
||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
|
||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||
{
|
||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
|
||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
}
|
||||
|
||||
// Player
|
||||
private readonly InputActionMap m_Player;
|
||||
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
|
||||
private readonly InputAction m_Player_Jump;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Player".
|
||||
/// </summary>
|
||||
public struct PlayerActions
|
||||
{
|
||||
private @GameInput m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public PlayerActions(@GameInput wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Player/Jump".
|
||||
/// </summary>
|
||||
public InputAction @Jump => m_Wrapper.m_Player_Jump;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||
public void Enable() { Get().Enable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||
public void Disable() { Get().Disable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||
public bool enabled => Get().enabled;
|
||||
/// <summary>
|
||||
/// Implicitly converts an <see ref="PlayerActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
|
||||
/// <summary>
|
||||
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <param name="instance">Callback instance.</param>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
|
||||
/// </remarks>
|
||||
/// <seealso cref="PlayerActions" />
|
||||
public void AddCallbacks(IPlayerActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
|
||||
@Jump.started += instance.OnJump;
|
||||
@Jump.performed += instance.OnJump;
|
||||
@Jump.canceled += instance.OnJump;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
|
||||
/// </remarks>
|
||||
/// <seealso cref="PlayerActions" />
|
||||
private void UnregisterCallbacks(IPlayerActions instance)
|
||||
{
|
||||
@Jump.started -= instance.OnJump;
|
||||
@Jump.performed -= instance.OnJump;
|
||||
@Jump.canceled -= instance.OnJump;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
|
||||
public void RemoveCallbacks(IPlayerActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
|
||||
/// </remarks>
|
||||
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
|
||||
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
|
||||
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
|
||||
public void SetCallbacks(IPlayerActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
||||
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Provides a new <see cref="PlayerActions" /> instance referencing this action map.
|
||||
/// </summary>
|
||||
public PlayerActions @Player => new PlayerActions(this);
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Player" which allows adding and removing callbacks.
|
||||
/// </summary>
|
||||
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
|
||||
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
|
||||
public interface IPlayerActions
|
||||
{
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Jump" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnJump(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
2
Assets/99_Settings/Input/GameInput.cs.meta
Normal file
2
Assets/99_Settings/Input/GameInput.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34b0d0d41528a3244b8ce12d0b8df0db
|
||||
35
Assets/99_Settings/Input/GameInput.inputactions
Normal file
35
Assets/99_Settings/Input/GameInput.inputactions
Normal file
@@ -0,0 +1,35 @@
|
||||
{
|
||||
"version": 1,
|
||||
"name": "GameInput",
|
||||
"maps": [
|
||||
{
|
||||
"name": "Player",
|
||||
"id": "5d026a6e-8169-45f1-bc0c-240db1a29d82",
|
||||
"actions": [
|
||||
{
|
||||
"name": "Jump",
|
||||
"type": "Button",
|
||||
"id": "546a2fae-0afa-4133-8c4a-aa15ff66e23d",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
{
|
||||
"name": "",
|
||||
"id": "5bb26581-2c13-4476-bc62-503239d4d151",
|
||||
"path": "<XRController>{RightHand}/{PrimaryButton}",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Jump",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"controlSchemes": []
|
||||
}
|
||||
14
Assets/99_Settings/Input/GameInput.inputactions.meta
Normal file
14
Assets/99_Settings/Input/GameInput.inputactions.meta
Normal file
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97db30ac5807bfa40be4e32b71f0abf3
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 8404be70184654265930450def6a9037, type: 3}
|
||||
generateWrapperCode: 1
|
||||
wrapperCodePath:
|
||||
wrapperClassName:
|
||||
wrapperCodeNamespace:
|
||||
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user