42 lines
1.0 KiB
C#
42 lines
1.0 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.InputSystem;
|
|
|
|
public class InputManager : MonoBehaviour, GameInput.IPlayerActions
|
|
{
|
|
public static InputManager Instance { get; private set; }
|
|
|
|
private GameInput _input;
|
|
|
|
public event Action<Vector2> OnMove_Event;
|
|
public event Action OnJump_Event;
|
|
|
|
private void Awake()
|
|
{
|
|
if (Instance != null && Instance != this)
|
|
{
|
|
Destroy(gameObject);
|
|
return;
|
|
}
|
|
Instance = this;
|
|
|
|
_input = new GameInput();
|
|
_input.Player.SetCallbacks(this);
|
|
}
|
|
|
|
private void OnEnable() => _input?.Player.Enable();
|
|
private void OnDisable() => _input?.Player.Disable();
|
|
private void OnDestroy() => _input?.Dispose();
|
|
|
|
public void OnMove(InputAction.CallbackContext ctx)
|
|
{
|
|
OnMove_Event?.Invoke(ctx.ReadValue<Vector2>());
|
|
}
|
|
|
|
public void OnJump(InputAction.CallbackContext ctx)
|
|
{
|
|
if (ctx.phase == InputActionPhase.Started)
|
|
OnJump_Event?.Invoke();
|
|
}
|
|
}
|