57 lines
1.5 KiB
C#
57 lines
1.5 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class InputManager
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{
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public Action KeyAction = null;
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public Action<Define.MouseEvent> MouseAction = null;
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bool _pressed = false;
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float _pressedTime = 0.0f;
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// ReSharper disable Unity.PerformanceAnalysis
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public void OnUpdate()
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{
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// if(Input.anyKey == false) return;
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if(EventSystem.current.IsPointerOverGameObject()) return;
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if (Input.anyKey && KeyAction != null) KeyAction.Invoke();
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if (MouseAction != null)
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{
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if (Input.GetMouseButton(0))
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{
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if (!_pressed)
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{
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MouseAction.Invoke(Define.MouseEvent.PointerDown);
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_pressedTime = Time.time;
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}
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MouseAction.Invoke(Define.MouseEvent.Press);
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_pressed = true;
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}
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else
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{
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if (_pressed)
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{
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if (Time.time - _pressedTime < 0.2f)
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MouseAction.Invoke(Define.MouseEvent.Click);
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else
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{
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MouseAction.Invoke(Define.MouseEvent.PointerUp);
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}
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}
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// if (_pressed) MouseAction.Invoke(Define.MouseEvent.Click);
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_pressed = false;
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_pressedTime = 0.0f;
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}
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}
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}
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public void Clear()
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{
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KeyAction = null;
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MouseAction = null;
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}
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}
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