Practice_Unity/Assets/Scripts/Managers/InputManager.cs
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2025-09-19 17:46:08 +09:00

61 lines
1.5 KiB
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;
float _pressedTime = 0.0f;
public void OnUpdate()
{
// UI 위에 마우스 있으면 리턴
if(EventSystem.current.IsPointerOverGameObject()) return;
KeyboardInput();
if (MouseAction != null)
{
if (Mouse.current.leftButton.isPressed)
{
if (!_pressed)
{
MouseAction.Invoke(Define.MouseEvent.Down);
_pressedTime = Time.time;
}
MouseAction.Invoke(Define.MouseEvent.Press);
_pressed = true;
}
else
{
if (_pressed)
{
if (Time.time - _pressedTime < 0.2f)
MouseAction.Invoke(Define.MouseEvent.Click);
else
{
MouseAction.Invoke(Define.MouseEvent.Up);
}
}
_pressed = false;
_pressedTime = 0.0f;
}
}
}
void KeyboardInput()
{
if (Keyboard.current.aKey.wasPressedThisFrame && KeyAction != null) KeyAction.Invoke();
}
public void Clear()
{
KeyAction = null;
MouseAction = null;
}
}