39 lines
946 B
C#
39 lines
946 B
C#
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.EventSystems;
|
|
using UnityEngine.InputSystem;
|
|
|
|
public class InputManager: IManager
|
|
{
|
|
public Action KeyAction = null;
|
|
public Action<Define.MouseEvent> MouseAction = null;
|
|
|
|
bool _pressed = false;
|
|
|
|
public void Update()
|
|
{
|
|
// UI 위에 마우스 있으면 리턴
|
|
if(EventSystem.current.IsPointerOverGameObject()) return;
|
|
if (Input.anyKey && KeyAction != null) KeyAction.Invoke();
|
|
|
|
if (MouseAction != null)
|
|
{
|
|
if (Input.GetMouseButton(0))
|
|
{
|
|
MouseAction.Invoke(Define.MouseEvent.Down);
|
|
_pressed = true;
|
|
}
|
|
else
|
|
{
|
|
if (_pressed) MouseAction.Invoke(Define.MouseEvent.Up);
|
|
_pressed = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
KeyAction = null;
|
|
MouseAction = null;
|
|
}
|
|
} |