Files
BABA_YAGA/Assets/Scripts/Player Controller/InputReader.cs
2026-04-01 02:41:07 +07:00

110 lines
3.6 KiB
C#

using System;
using UnityEngine;
using UnityEngine.InputSystem;
namespace OnlyScove.Scripts
{
public class InputReader : MonoBehaviour
{
// Continuous Inputs
public virtual Vector2 MoveInput { get; protected set; }
public virtual Vector2 LookInput { get; protected set; }
public virtual Vector2 ScrollInput { get; protected set; }
public virtual bool IsSprintHeld { get; protected set; } // Left Shift
public virtual bool IsAttackHeld { get; protected set; } // Left Mouse Button
// One-shot Events
public event Action OnJumpEvent; // Space
public event Action OnDodgeEvent; // Right Mouse Button (RMB)
public event Action OnSprintEvent; // Left Shift
public event Action OnAttackEvent; // Left Mouse Button (LMB)
public event Action OnCrouchEvent; // C Key
public event Action OnInteractEvent; // E Key
public event Action OnNextInteractEvent; // R Key
public event Action OnPreviousInteractEvent; // Q Key
public event Action OnToggleViewEvent; // F2 - New event for toggling camera view
public void OnAttack(InputAction.CallbackContext context)
{
if (context.performed)
{
OnAttackEvent?.Invoke();
IsAttackHeld = true;
}
if (context.canceled)
{
IsAttackHeld = false;
}
}
public void OnMove(InputAction.CallbackContext context)
{
MoveInput = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
LookInput = context.ReadValue<Vector2>();
}
public void OnScroll(InputAction.CallbackContext context)
{
ScrollInput = context.ReadValue<Vector2>();
}
public void OnSprint(InputAction.CallbackContext context)
{
if (context.performed)
{
IsSprintHeld = true;
OnSprintEvent?.Invoke();
}
if (context.canceled) IsSprintHeld = false;
}
// New method for ToggleView input
public void OnToggleView(InputAction.CallbackContext context)
{
if (context.performed)
{
OnToggleViewEvent?.Invoke();
}
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed) OnJumpEvent?.Invoke();
}
public void OnDodgeOrThrust(InputAction.CallbackContext context)
{
if (context.performed) OnDodgeEvent?.Invoke();
}
public void OnCrouch(InputAction.CallbackContext context)
{
if (context.performed) OnCrouchEvent?.Invoke();
}
public void OnInteract(InputAction.CallbackContext context)
{
Debug.Log($"[InputReader] Interaction State: {context.phase} | Started: {context.started} | Performed: {context.performed} | Canceled: {context.canceled}");
if (context.performed)
{
Debug.Log("[InputReader] Event OnInteractEvent triggered!");
OnInteractEvent?.Invoke();
}
}
public void OnNext(InputAction.CallbackContext context)
{
if (context.performed) OnNextInteractEvent?.Invoke();
}
public void OnPrevious(InputAction.CallbackContext context)
{
if (context.performed) OnPreviousInteractEvent?.Invoke();
}
}
}